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Tweaked animal entity bounds
Use 2D distance in projectile entity movement test
Tweaked cloud brightness, especially at night
Fixed blurry FP logo on low quality settings
FX stuff, some minor combat tweaks
Why not move ALL the things!?
Apparently more prefab saves who knew
VisualFX particle systems play children on fire
Whoops I had skydome disabled in main
Combat weapon equip NRE fix
Visual FX optionally follow entity transform position
Entity.GibBreakClient can no longer be called on non BaseAnimating entities ( Fixes crash when using on brush entities )
lodded exterior and undercarriage of beep truck, front, engine, most of interior
Further work on the test map / truck setup
whitebox building 1 updated
Items and Attachments component cleanup
Rename BeforeInspector > BeforeEditor
Removing old node GUI crap from BeforeEditor
Automated Linux Build #337
Attachments/Items, Item cleanup
Automated Windows Build #337
Combat projectiles spawn fix
Combat types move and folder cleanup
changed how animator movement speeds get modifier to stop hit anims getting speed adjustment
Automated Linux DS Build #337
Fixed some Items not correctly initializing their "held" interactions properly
AnimationRootMotion uses unscaledDeltaTime for it's velocity calc, code consistency tweaks
Removed the old building system
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Automated Windows Build #338