199,475 Commits over 4,140 Days - 2.01cph!
Move movement fixes, reduced Flee distance multiplier
TOD independent tick of units in UnitManager.
FOR FUCK SAKE playership prefab, culling wall collision rendering from mapcam
FOR FUCK SAKE town duplicated collision on the minimap layer
Unit+Morale work, species scale tweaks
TOD day set to 24 mins again
- Current weapon slot is maintained between levels
unwrapped nearly all ww buildings and props to new uv layout
- Your Round mission now uses correct enemy pack
- Disabled cash shop interaction
- Increased interaction range of nutsexchange
- Added weapon switching to controls help panel in town
xp admin commands
xp unit test project
level increase based on xp
- Feedback reported uses new URL
- Fixed a bug with missions autocompleting in editor when typing M in feedback tool ;)
- Troubleshooter update with bug fixes and feedback reporting fix
- Forgot to commit the scene change for feedback fix
Ripped the old blueprint system out
- Increased fire rate of Screw You
- Change level flow for Last Orders mission. Now longer (was way too short) and the space area is linear instead of branched
- Disabled level length multiplier (multiplier always set to 1)
Humans now spawn with random clothes
Added GetItem with func filter to ItemManager
Tweaked morale simulation and threat calc in senses code
Improved wearable prefab creation in SpeciesSettingsEditor, now replaces existing without changing GUIDs so assets keep their refs
Updated bug reporter to use new system
frame building blocks models adjustments (lower lips biting into floor for some)
- Reduced length of branchiness? of Your Round level flow
- Started to move to level flows/archetypes per-mission, organised by mission folders
Adjusted texture sizes for game textures. Mavis now uses consistent textures.
Beam/flashlight beam polish
- Branch ends/dead ends now spawn a speed pickup which makes the player move 50% faster until they enter a room they've not been in yet
- Stuff can now subscribe to LevelPlayerTracker and be alerted when the player enters a new room for the first time
- Added the speed pickup + code
- BaseMovement decel speed is now also boosted by speed modifiers
- Disabled level depth + world progress budget spawn bonus for now
- Massively increased all factory room spawn budgets
- Rebuilt factory tileset prefabs
BehaviourGroupSettingsEditor exposes all properties under Other Properties header
- Reduced spawn cost of booze burner from 4 to 3
- F2 level stats screen now shows used spawn budget and spawn budget range per room
- Current room is now yellow in F2 screen
First stage rust/standard shader refactor
- Increased large factory room spawn budget min from 10-20 to 15-20
- Rebuilt factory tileset prefabs
- Enemies now have less chance of spawning cash (30%->10%)
- Factory rooms now spawn less barrels
Updated shot powers / system
Made ball a touch bigger
FOR FUCK SAKE playership prefab : removing Booster trail and particle
!A booster FX
!A trail sorting script
!A trail material
Ripped out the old conditional model system (refresh / process queues, building block extension)
Disabled ModelConditionTest_Sphere globally (deprecated)
Implemented conditional model system 2.0 baseline (managed by ConstructionSkin)
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LOD, batching and culling tweaks and fixes
Floor ladder hatch models, LODs, COLs, Gibs, Prefab setup, icon
Animations
Prepare prefabs
Socket offsets adjustments
Animation speed fix
Missing meta
Frames and Screenshots scene update
Merge from pre-release (wall frame and wall frame blocks / dungeons LODs)
network++