224,602 Commits over 3,714 Days - 2.52cph!
some level tweaks
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
octopus studs
Fix grenade in multiplayer
studs for form 0 of tentacle monster
Updated Unity libraries in Plugins/
Application.CaptureScreenshot -> ScreenCapture.CaptureScreenshot
Temp fix for anim crash until i figure out what's really wrong with it (bone modifiers need to be done properly anyway)
Split consumables when dropping
Console fix
Show asset loadtimes in webcon
Merge branch 'master' of SandboxGame
fixed muzzleflash location on several weapons ( 3rd person )
Transform.FindChild (obsolete) -> Transform.Find
Just need to serialize cash now.
Limit consumable amount, add pickup notifications
Don't require base.Tick in HudComponent
Added equipment widget to the selected unit HUD, shows tools and weapons
Added MachineProcess.ToString override
Added MachineProcessSettings.DesireText field for MachineProcessActionDesire to use
Added optional label field for tooltips, refactored how we populate tooltip content in some places
Added an opaque background to tabbed modals/mega-menu (testing)
Fixed Buildings not having the Build Addon interaction when they have addons to build (BuildingSettings onValidate)
Added "min required" value for behaviour command collation on the radial menu
Properly handle VOX sentences that fail to load instead of crashing later
Now properly cleaning up steamworks on exit
Cash gets decreased if you die or go to jail
Asset load time
Print Path Stack on error (so if a texture is missing we can find the material)
Cash on HUD shows correct amount now
Buy and sell shops no longer accept cash.
Trigger hotloading is using auto material on png, then .mat is created
Added paused border/overlay thing
Tweaked stunt settings
Fixed collision on hex prefabs
Relative paths in mat files, mat files optional
Added an attacking move helper that gently pushes the player back if they are attacking towards an edge
-Pushback amount is exposed in Movement/AttackEdgePushbackAmount in MainDude
-Currently set to 100, which still allows the player to fall off the edge, but tends to leave the player close to the edge at the end of an attack
-Can be set to 0 to disable completely, 512 is generally enough to keep the player on a ledge even if spamming attack, but it's super obvious
Make tooltip reappear after drag/dropped.
Fixed possible exception when watching an old replay
make tooltip follow mouse cursor
Fixed not being able to browse replays
workin on tentacle corecontroller
pattern mirroring params
better octopus f1 orb patterns
int modulo playmaker action
fixed pattern random degrees working with patterns that aim at player
tentacle form 0
tentacles form 1
tentacles form 3
right bumper for options menu
Use sort mode distance to view as default for particle emitters
Added BaseEntity.MoveTo that moves and sweeps, returning a hit result. Added BaseEntity.MasterEntity so collisions can choose to ignore it. RPG is moved manually instead of using physics.
Converted some plots on testmap_small to commercial and added a placeholder gang building.
AI_Character now stores it's AICharacterType and Behaviour Tree
Cleans up the big class detection branch in AIController
Got interaction with dropped world items working correctly