200,673 Commits over 4,171 Days - 2.00cph!
code lock shock final pass
- Can now specify colour of combat text
- Added combat text for a few more events
min 5 damage from codelock failure
Fixed skin shading regression on OSX/glcore
Fixed trail renderers destroying item views
Pick new attack every loop of attack execution coroutine
Way better melee rock impacts
Moved weapons into item atlas. (Fresnel is a bit weird atm in some lighting conditions.)
FX tweakery.
Weapons to greybox
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
- The top ammo UI slot is now always the current weapon
Fixed barricades culling too early
Atlas stuff.
Improved some meats.
- Added placeholder ammo type icons to ammo UI
- Containers can now be exploded by flying into them
- Rooms now drop 0-1 weapons across containers
- Removed the 10% chance of dropping ammo for a weapon type you're not carrying
- Changes to loose cannon and cocktail launcher
Added camera snapshot and updated racket prefab layers
Increased max third party prop texture res from 32x32 to 128x128 => ~0.5 MB to ~8 MB
Planner placement tweaks and fixes
Updates to hatchet vm source anims
Updated viewModels scene with backdrop & better lighting for blog video renders
Cleaned up how skins are stored + applied
Ak47 accepts skins properly
Arrow Key prompts, blank keys and updated controller map.
Simplified the pause menu code
delected unused files
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Allowed mesh.quality and tree.quality to be > 100
Made mesh and tree qualities > 100 push back the billboard / cull distance as well
More adjusting levels in atmos pieces
Wall frame inserts do the same construction layer check walls do
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Made pool.prefabs and pool.assets console commands take an optional filter argument
Fixed culling mode not working on Rust/Standard shader set
metal facemask & toro now have same protection values (facemask nerfed a bit)
- Shrank and moved room bonus bar so it's less prominant
-decision log now can also show 'best decisions' (vs just best goal/gp/gpv)