202,068 Commits over 4,171 Days - 2.02cph!
Savas signs for confused noobs.
Added particle LOD's to small furnace
Editted Large furnace FBX so LOD2,3 don't block the fire FX
Tweaked large furnace particle LOD distances.
Got killed by some guy called Chewbacca on London Dev Hapis. Some people are just unfriendly.
Furnace performance optimization. Added flicker to the furnace light.
fixed some issues with the player's eyes facing wrong direction during some animations
breath doesn't show up in the pitch black now.
C++ comments to C# code generation
Fixed quarry particle effect performance issues and added particle LODs
Fixed stone hatchet "missing effect" warnings
Toned down stone hatchet screen shake (in line with metal hatchet)
Lodded campfire particles.
Fixed rock effects folder having the wrong name
Fixed missing stone pickaxe effects
removed some of the warning messages on the viewmodels.
Common base for non data objects
lodded lantern particles.
* GitSync
* Idiot proofed Vehicle.SetVehicleParams ( Removed stuff that would crash the server )
Savas: New loot tables from scratch, with unique crate textures. Food town is now Bullet Farm. Furnace and campfire outposts added. Airdrop frequency adjusted.
Savas splats and topo. Hut entrance ramps don't hinder movement.
Anti-bush topo around campfires.
Re-assigned missing textures. Updated ApeTex_d.
- Made a placeholder pipes-gate opening/closing animation
- New pipes gate prefab
- Set up pipes gate animation controller to use the state setup for the animation trigger code
Fixed incorrect effect assignment in Action.ExecuteBreedingGroup asset
fixed potential NRE in agent+stats
- Entity animation states can now be customised and have a default set and states customised via inspector
- Made a room template with a gate that gets closed when entering and opens when all turrets are destroyed
Added profiler samples to Sound.Update
Removed all dynamic memory allocations from Sound.Update
Reduced VitalNote.Update dynamic memory allocations
- Anythign with CameraPull script attached is now considered by the camera
Added profiler samples to VariableReference
Removed rackets from controller, now defined in config file per character
Break Panel:Paste until we figure out what to do with it.
Fixed some UI bugs. Added Gamma fix for UI.