255,106 Commits over 3,990 Days - 2.66cph!
Cliff block, 9 & 10 cull fix.
Added collider grid with load balancing
Added collider mesh batching
StatCollectionSettingsEditor WIP
Slightly better API for StatCollection.
Integrated Stats with Attributes and Skills.
FOR FUCK SAKE pipe interior asset
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FOR FUCK SAKE factory asset
increased decay delay to 18 hours instead of 12
fix for all decay timings being twig decay, whoops
fixed a bug with the relax gestures
Bush creeps can now hide from players running low quality setting.
tweaked some of the wounded animations and sound fx
added a relax gesture for when the player is unarmed
Fixed water related delays / shore issues when switching weapon
Landing impact anim events
Updated Elvis forehand/backhand body shots
Updated Lion-EL east & west runs
Added smoke and embers VFX to T2 Furnace
Ball changes to support minigames
Reduce building gib sound volume a bit
Added run Tag to controller
made cloud city court area bigger to match test court.
made cloud city court area larger to fit test court's new dimensions. changed collision to be bigger. added new jetpack flame effect.
Added sticky gizmos option to TerrainCollisionTrigger
Can now independantly set speed of popup windows
Visibility now set in the anim rather than code
- Reworked scriptable object tools
- Created enemy SO template
Added second popup window frame
Projectiles keep history of the bones they've hit
- Reworcked scriptable object creation menu tools to use new paths
- EnemyPack scriptable object setup (empty) to be used to control enemy randomisation in levels/missions
Fixed friends list not clearng old friends
Fixes NRE in news source
Fixed NRE in trackir commands
Disabled some error reports (server mods, FMOD errors)
Slight fix for inventory opening hitch (need to review exactly how we display blueprints)
added net collision to all environments