201,214 Commits over 4,171 Days - 2.01cph!
missing boar/warthog anims and HIT_ boxes
- Buzzsaw now damages turrets correctly
- Scaled loot container prefab up 25% to be more visible
Transparent layer (fence, glass)
Split inventory/crafting into separate scenes
UI background blur is more generic instead of being tied to inventory menu
Sanity Check for valid state of Actions list and that CurrentElementIndex is within the Actions list's range in Action Chain after error report.
Some more information in the error log.
Temporary workaround (but error log is still active) for a situation where an Action Chain's state is kind of weird (Attack's current element index can somehow get to the value of 4 when the action chain's list of action is of the count of 4.
- Wall collision objects can now be flagged to be destroyed when the player hits them and they won't bounce off
1st iteration of opening theme music added
Added 3 new senses stats and tidied up stats import a little.
was crashing when launching for some reason, deleting saved folder fixed it
FOR FUCK SAKE pipe gate collision
animated collision mesh for selection test on building tent animalskin with meshname selection_collision
Player interaction now only raycasts to the Interactable layer
EntityView and derived types handle auto-generation of interactable triggers (with the exception of buildings)
Combat, Projectile and ActionChain event cleanup
Speedtree reimport
Started new mission
Fixed server time
rebuilt animal skin view prefab
Recreated all the prefabs in the world apparently
UnitView auto capsule collider gen
Player interactable mask fix
Stop UnitVIew disabling root collider in SleepRagdoll
ItemView interactable trigger gets x 1.25 size
Fixing decor foliage prefabs having navmesh obstacbles and no BMO component
Automated Linux Build #11
Automated Windows Build #11
Automated Linux DS Build #11
Added utility to update all building definitions.
Fixed by UNITY_EDITOR ifdef
FOR FUCK SAKE set pipe gate collider as convex
FOR FUCK SAKE wip glass for pipe entrance
Fixed car spawns and materials.
Reverted rust/std transmission changes
added knife item and temp knife icon
knife.asset has changed, must have not got all data saved before checking in last checkin
added unitdeadstate to dying as a quick way to make it bypass the dying anim, I didnt want to remove it as it would break the links in all the override controllers and may add back in later
Added some senses related stuff to certain effects.
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- Added remaining charges display to ability buttons
Tree stump materials didn't have horizont occlusion