201,775 Commits over 4,171 Days - 2.02cph!
FOR FUCK SAKE factory prefab room with light/ fix some floating pipes
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- Ability icons now fade out darker when recharging
- Set ability cooldowns to 15 second as initial test value
Pass on building blocks prefabs, collision override setup
Stairs collisions tweaks
Keylock uses the keylock model
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Added ACT_HL2MP_SWIM_IDLE & ACT_HL2MP_SWIM to Lua
Updated bone_setup.cpp
Chicken meat worldmodel uses the right meshes/mats
Changed shot powers
Updated Mavis anim controller / config
New bars
finished texturing lava court surface, tweaked court shader, changed lighting and fog colours, changed material colours. added lava to court lines
tweaked flowmaps,. working on court side
ConstructionCollision touch
Updated triangle foundation sockets for the new colliders
Updated wall stability supports for the new colliders
Only update collider parameters in ConstructionCollision if changes have been detected
- Enemies now only aggro the player if they have clear LOS to the player (and in range)
Fixed LightEx interfering with light fade in / fade out
- Setup EnemyAbilityManager again
- Enemies now have a 10% chance of spawning with one of the special abilities (currently just shield or heal)
- Added enemy ability manager to init bootstrap
- Enemies no longer reset to start position when a long way from home
- Fixed order of enemy abilities in manager
Legacy LightEx version (backwards compatibility of existing prefabs)
- Enemy healing beams now charge up each heal over HPS seconds and then modify health every whole.
- Enemy healing beams now heal for 1 health per second
OnValidate error if LightEx intensity modulation is used with LightLOD intensity fade
Regex urls
Templating system
Simplified MySQL
tundra impact decal/effect
new beancan grenade explosion effect
tweaked beancan grenade fuse effect
- Added a shared, minimum cooldown of at least 15 seconds between enemy taunts, across all enemies.
- Rotor/mixers now has a 50% chance to spin the other way ;)
Build server compile using unity 5.2.1p3
- Boozeburner's flamethrower now damages the player. Massively OP
Twig and sheet metal col extra detail
When placing a block, update the surrounding blocks
Minor stability tweaks and fixes
- Booze burner flamethrower now inherits velocity from ship
- BB flamethrower now fires in bursts even when not in attack range of the player (but needs to be aware of player)
- Gamepad vibration is now cleared on player death
- Boozeburner max speed reduced to 280 from 300
- BB flamethrower first use cooldown is now varied by Cooldown + (0-Cooldown)
Fixed potential NREs in RPC_Server
Added unity graphics interface support
Fixed campfire line of sight check