201,864 Commits over 4,171 Days - 2.02cph!
Fixed doors not shutting clientside, on the first USE
Server Corpse Profiling
- Can now cycle through shop items with left-stick left/right
FOR FUCK SAKE prefab room, readding some more room in the generator
Merged Diogo's awesome water in
Tool cupboard model, textures, lods and gibs
All projection distance on decals changed to .1
Added Metalore and stone decals.
Load ambient sounds in background (fixes 20ms+ spikes)
Throw error in CreateModulator if array out of bounds
OnHolster/OnDeploy should only be called for local players
All prefabs start disabled
AISenseRedirect is redudant (we use .ToBaseEntity) (server perf and gc)
Updating city island meshes in a shit work to test it.
Added MeshColliderBatch tag
Less GC + cpu by skipping GetComponent<MeshColliderBatch> if MeshColliderBatch tag isn't set on gameobject
- Shop UI for upgrade levels
- Upgrade levels can be purchased (not linked to stats etc yet)
Sentry detailed greybox models
PlayerController uses UnityEvents
RadialMenuWidget listens for PlayerController events
- Shop UI player cash value is now hooked up to PlayerData
PlayerPrefab tweaks
Made PlayerController UnitEvents serializable
Removed BaseEntity.Is<T> (server ai gc)
Removed EntityComponent.Awake since it's redundant
- Shop upgrades now actually cost the player the cash values
- Pressing Y in the shop when UNITY_EDITOR awards 5000 cash to player for testing
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water extinguishes fireballs
finished texturing up cogs, working on court texture
client compile fix (sorry!)
Fixed "Look rotation viewing vector is zero" logs
Cursor state stuff, added contextual cursor variations
Radial button tinkering
Renamed ISelectable > IInteractable
UnityEvents for Entity destruction
FOR FUCK SAKE factory model collision
FOR FUCK SAKE factory room prefab / add more room to the generator
!A factory modular pieces variations
Added idle anim for hex effect
Added DDraw shader to "always include" list
Mesh collider are now generated.
Fixing PlayerController interaction issues
Updated HUD to play anims
Water2.5: Fixed DepthOnly still having tess/displacement in low quality modes
Water2.5: Fixed white 'sprite' issue caused by mishandling of fog in additional light passes
Water2.5: Changed transparent order queue
Fixed cupboard entity bounds
Removed MeshFilter component from cupboard trigger
Automatic entity bounds calculation (when no bounds have been set up) ignores triggers
Water2.5: Fixed SSAO command buffer ordering
Water2.5: Fixed rivers getting ocean wave displacement