200,695 Commits over 4,171 Days - 2.00cph!
Deleted impala again
Species IMA tweaks
FOR FUCK SAKE factory scene background
FOR FUCK SAKE player wip sight
FOR FUCK SAKE remove shadow on particles
!A factory1 scene cubemap
-customizable camera start angle/distance
Large wood storage box model and textures re-skin
Lowered barricades slightly to 1.25
Building stability is supported by both construction and stability sockets
Mavis flying backhand stand
- Merged in 1st pass at room culling
BAssert throws an error - not a warning
BAssert throws an error - not a warning
adding broken stones to temple court
adding broken and cracked stones to temple court
UnitCanFindRequiredToolConsideration checks if the Item is held
Don't init steamworks in editor
- Room culling/toggling optimizations and now correctly toggles rooms when going back
Entity creation pass through
Only follow male entity links for stability
Fixed regression that caused batched renderers to be invisible for a short time when a mesh is removed
FOR FUCK SAKE removed more shadows from more flames!
Initial commit of SOC. Not deeply integrated yet. Still some more stuff in DM I want to set up before I do deep integration by merging to main.
Enabled line of sight check on landmine
Landmine and timed explosives use entity center point as origin of damage sphere
Added StatSettingsWrapper, stored in StatCollectionSettings
Added Stat Collections for all Species
StatCollectionsEditor improvements
Stat.CurrentValue replaces Stat.Value
All Stats have a MinValue of 0
Unit movement speed is now linked to the Speed stat, expect wild stupidity until values are balanced
Renamed Hunger to Nutrition
Removed Energy>Speed Linker
- BaseEntities now have a ref to their minimap marker and markers are disabled by default (they don't get enabled at all....yet)
Twig part folder cleanup
Atlased Twig tier, combined previously separate meshes to reduce drawcalls
New batched meshes
More precise collisions
Fixed black water when all fog is disabled
Fixed logo-related deluxe eye adaptation editor errors
merge from building_atlases
adding proper court grass to temple court. added cracked stones, working in red foliage
adding proper court grass to temple court. added cracked stones, working in red foliage
- Minimap markers are now only set visible the first time a player enters a room
- RoomSpawner now has separate lists of enemies and non-enemy entities that it spawns (and a combined list)
Temp increased slide dist
Simplified shot selection
Mavis source flying anims - batch 1
Mavis flying anims - batch 1
Ported water fog fix from Rust
- BaseEntity can now set if it has a mini map marker and colour
- Loot is no longer shown on the minimap
- Player is now blue on minimap
- Collect mission objectives are now shown on minimap as larger yellow dots
- Increased size of enemy minimap markers
- The smaller minimap view is now zoomed out further so you don't have to check the full size map as often
- Mission objects now get added to their rooms RoomSpawner tracking