199,319 Commits over 4,140 Days - 2.01cph!
fixed bug with rotation and scale on female causing her to be tiny
Log, store startup errors
not sure why this changed.... might be important?
seperated out ww metal components for shadow purposes
modified test court meshes to match new concept
created new ball bomb mesh
set shadows on/off on to ww objects, baked out new lightmaps with AO
Fixed ReorderableListDrawer not working
Social/Breeding Goal data + breed condition DecisionLayer fix
- Moved steam manager to splash screen
FOR FUCK SAKE resetup playership part
FOR FUCK SAKE rebuild playership prefab
FOR FUCK SAKE remade cockpit rig
!A new base cockpit model/textures/mat (wip)
- Ripped out some more unused stuff, cut down some loading times slightly
Copy steamclient.so to Plugins/x86_64 for linux server
flamethrower and scope + LODs and materials etc
FOR FUCK SAKE playership prefab
!A gigglebone script
- Removed some doors from factory rooms to eliminate inter-room backtracking
Pre-lighting tweaks in the shader.
More glorious temp clutter in /water3/
Fixed post processing shaders being broken on OSX due to a previous change
Automated Linux Build #187
Automated Windows Build #187
Automated Linux DS Build #187
Automated Windows Build #188
Automated Linux DS Build #188
Automated Windows Build #189
Automated Linux DS Build #189
/Water3/ stuff and cleanup.
Clouds
FreeCamera mouselook toggle with left alt
Clothing adjustments and reskinning. Cleaned up some weird locations of prefabs/meshes.
Temporarily moved a bunch of clothing prefabs to work with the playermodel scene
Completed shader refactor
Merge from shader refactor branch
Merge from shader refactor branch
Fixed warehouse floor decal (#492)
Sounds for new building frame pieces
- Your current weapon no longer gets dropped when picking up a new weapon. Gets destroyed.
- Roomspawner global scale budget set to 1
- Added a sound when picking up a weapon
AmbienceEmitter occlusion gain updates in Update instead of a Coroutine.
Enable/disable AmbienceEmittter component when activating/deactivating emitters.
- All enemies now have 100% chance to drop portal time and have a predetrmined amount, per enemy
- Reduced the amount of portal time awarded per room
- Increased the amount of time awarderd per coin/energy
- Added pickup weapon binds to PlayerButtonSet for controller/mk
- Added an exit room with portal
Split intentory menu to its own scene
Pie menu is a scene