201,778 Commits over 4,171 Days - 2.02cph!
working on texturing inner rocks to lava court platforms
texturing court planes on lava court
Twig tier accurate collisions models
Fixes for nested deploy volumes
More accurate deploy volumes for triangle foundations, triangle floors and foundation steps
Merge from building_colliders_2
Enabled server side collider batching by default
Fixed GoToSmartObject.cs
StandNear/SleepHere/SitByFire DSEs include distance considerations again
new footstep impact effects for animals - snow/sand.
Fixed rivers not using new shader on standalone build
Fixed saving water materials in editor every time quality was changed
General water local reflection tweaks aimed at gap reduction
FOR FUCK SAKE basic factory room prefab with spawners
- HACK: Enemy ships take the fly above floor value from the playership. Need to remove this when we use the floor collision component.
- Disabled the mission generating sound effect as it's too annoying even for placeholder
- Enemies now do one floor test on start of level to set their position without moving
- Objective tracker UI now gets spanwed as part of the InitLevel bootstrap
- Mission generator now adds mission items to the UI tracker at runtime, so the mission arrows now correctly point at the right things!
- Refactored more of the tracker UI
- Level/mission generator script now makes itself the DunGen root object for the level
- Added a enemy spawn percentage slider to LevelBuilder to control how many of the spawn locations get selected. (short-term)
- Exit portal now get's spawned at the player's location when a mission is completed, taking them back to town.
Metal ore decal/impact FX
Rock decal/impact FX
Road stuff -- Shit though!?
Fixed incorect foundation.steps.collision orientation (twig)
Wood accurate collision models
- Increased movement speed of Booze Burner
- Reduced health of enemies
Stone tier accurate collisions models
Meta files
Fixed bug in DepositItem after merging actions.
Sheet metal tier accurate collisions models
Updated shot selection method
- Enabled BuzzSaw ability for testing
- Buzz Saw now does 5 damage in each direction, so 10 total if you manage hit stuff on the way out and back in
- Buzz saw is larger
- Buzz saw travels faster
- Increased the aware distance of enemies
- Projectiles take their damage from their prefabs again, no longer forced to 1 in code (most still have a value of 1 though)
- Effects object pooler now creates new objects if none available to recycle
- Reduced length of Factory1
Fixed more damage trigger effect references
Fixed client not updating building block grade / protection properties post network update
- Level generator now sets the public Seed value to the chosen seed if using a random seed
- More placeholder audio
Updated Igor Volley shots
- Loot table changes for enemies (removed old item drops)
- Enabled timeslow shield for testing, tweaked it some
- More placeholder audio
- Bug fixes
- Explosion sound effects are now 3D
- Deleted unused script
Fixed client not updating building block grade / protection properties on initialize
FOR FUCK SAKE factory room
!A small pipe variation for slope
- Fixed impact audio effects not playing when the projectile is set to pierce
- More placeholder audio stuff
- The distance of BaseMovement's FloorCheck can be overriden
- Increased the distance of Initial placement floor check of enemies
Fixed external stone gate skin LOD references
Fixed external wood gate damage effect reference
Armored metal tier accurate collisions models