97,471 Commits over 3,653 Days - 1.11cph!
Limit full scan updates based on distance moved
Correct beep/light behaviour when first deploying
Slight chance of a very slight increase or decrease on rocket clip per strafe
minigun wip
- re-exported base viewmodel file (w/ meshes)
- re-exported viewmodel anims
- clip naming updates
- updated masks
- added worldmodel prefab and setup
Heli will drop out of strafe at a random distance threshold rather than a constant one
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Variable rocket aimcone now placed in a varied range
Nicer start/stop detection logic.
Remove the ghost flag effect prefab and related code.
Misc cleanup.
Added a chance that the heli will go to random map positions over cycling monuments
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Screens display protected time, resource cost per 24h and building block count
LOD setup
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Remove some now unused client code.
Increase the source timeout duration.
Applied the bulk of the changes from rework
Limit networking.
Enable debug rendering.
Collider removed component changes
Enable read/write on a couple of colliders that would have resulted in incorrect navmesh generation in standalone
Very slightly moved power building so the navmesh can generate nicely without needing to increase resolution
Removed keyboard and mouse interaction (not needed in the current iteration)
Support multiple SkinViewer objects at once
merge from new_vendor_map_ui
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WIP tutorial ending cinematic - updated with new animations and timeline
Store chunkId in header file
Fixed tutorial npc crossfades not working
Use cinematic avatar when putting a player model into cinematic mode, no need for state machine behaviours
Fix HLOD generator failing if it finds a RendererLOD with a renderer that is missing a mesh/material
Adjusted harbor_2 hlod settings to include roads
Added a DebugMode option on the HOLDBounds asset, this will print out each asset while processing so it's easier to track down specific objects that are causing problems
WIP support for showing multiple 3D models at once in the skin viewer, each going to a separate rendertexture
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