255,827 Commits over 3,990 Days - 2.67cph!
TENN run north meta update
Added TENN avatar mask & blend hit test controller
Added TENN forehand & backhand anims
Split terrain height and splat extraction for SceneToPrefab scenes into two scripts
Added all monuments back in
Debug.Log() calls are now streamed together rather than using remoting for each individual call.
[zombies] less blood particles, bigger blood particles
Resizing some textures to see if that solves our compile issues
fixed reload times on smg and ar
balanced a few melee weapon gather rates
harvesting corpses should work properly now
revolver attack shake toned down
tone down the muzzle flashes on the ak47/thompson so it's not so blinding.
tone down the revolver attack animation;
Added per-splat UVMIX control; affects only legacy terrain shader, for now
Slightly reduced warp multiplier of swiss noise
Fixed some buggy shorelines
- BaseEntity can now call a delegate function on any listeners when it explodes
- Added a BaseEntityExplodedDelegate class that can be attached to a BaseEntity to receive a notification when it has exploded
- Added BowelBagExplodedDelegate which looks for other Bowel Bags in range when it explodes, and explodes those too
Widened roadside topology (to properly analyze all modified terrain and turn it into cliffs if required)
[zombies] bodies disappear over time, bodies cant get hit by bullets anymore
Fixed SceneToPrefab not removing itself after overriding the prefab
First pass at snow and wood footsteps
[zombies] tweaked the way soldiers evaluate shots based on their accuracy
bugfix for harvesting corpses
tweaked teh revolver fire animation so it doesnt kick as much while aiming
fixed revolver dryfire anim
Updated TENN-15 prefab / controller
added a blend to the dryfire animation so it doesn't snap noticably
less fov on revolver fire
- LauncherBase now correctly sets it's default fire direction to transform.forward if nothing else is specified
- More 1-2 playing
added a 'dryfire' trigger to the firearms
Made ScenesToPrefabs check both the timestamp from editor preferences and the prefab file modify timestamp
Made SceneToPrefab prefab replacement a bit less hacky
Footsteps WIP / Ambience tweaks
env.time will change the time on the server
dryfire no longer interrupts attack animation last played
option for weapons not to aim while cycling (shotgun/bolt)
better timing for reloads on a few weapons
better sound for revolver
Games load in their own AppDomain, and can be properly unloaded.
Merging reloading into main
network protocol++
Undoing change 5672 by paroxum, which changed the GUID in a bunch of meta files
- Spawners can now be limited to X number of spawn cycles
- Projectiles now follow the floor
- More 3d level tests in 1-2