201,647 Commits over 4,171 Days - 2.01cph!
doubled max xp for finding barrels/loot crates (helps with late game grind, less xp falloff )
increased gathering maximum xp by 50%
increased max xp from others crafting item
increased xp earn rate from others gathering for you (diminishing still in effect)
Reduced bloom overhead by another 10% costing tolerable change to overall brightness
Exposed more bloom params
Automated Linux DS Build #392
crossbow deploy extended in code
supply drop blocks player item input
Disabled mesh compression on rocks, see if that works
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Automated Linux DS Build #393
FOR FUCK SAKE temp change for level selection scene
FOR FUCK SAKE fix goal room block
FOR FUCK SAKE dim star intensity
FOR FUCK SAKE darken background and asteroid debris, removed the small forground debris
FOR FUCK SAKE tweak cloud
FOR FUCK SAKE rebuild asteroid room
Automated Linux DS Build #394
removed PlayerItemInputBlocked check
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Automated Linux DS Build #395
Automated Windows Build #395
Automated Windows Build #396
Automated Linux DS Build #396
Got rid of all keywords on unity's tonemapper; eye adapt forced on
Added safe model. Network++
first pass at a proper setup for combat on torso mask mixed & locomotion animations
smoothed out the blend transitions between the 3rd person jumping animations
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Automated Windows Build #397
Automated Linux DS Build #397
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Automated Windows Build #398
Automated Linux DS Build #398
Refactoring and improvemnts to UI widgets that deal with CommandButtons.
RadialMenuWidget and UnitCommandsWIdget use pooling instead of crappy old create/destroy of prefabs.
RadialMenuWidget button handling re-worked and made cleaner/more consistent with other widgets
RadialMenuWidget has it's own label/tooltip rather than using the main UI tooltip widget
TooltipElement can optionally override it's target TooltipWidget
Old posters textures
Bus stop model, LODs, COLs and prefab
Can now set Behaviour Slot on AI Modules in AI Designer. Defaults to Primary slot. (This is not hooked up behind the scenes properly yet, however).
Rather than default to Primary behaviour slot, we now try to look up the GPV's GP's Goal's Module for the Behaviour Slot type.
Player commands still default to Primary slot since a Player commanded GPV does not hold a Goal (and perhaps not a goal plan either?).
Debug stuff still defaults to Primary slot.
Some other things also defaults to Primary slot still, but at least it's getting there! TODO comments for all the things defaulting to Primary.