225,747 Commits over 3,714 Days - 2.53cph!
SquadDatabase now deletes any previous version, player-made squads at startup
Made new squads using the new units for next playtest
SquadVersion++
removed the mouse input option
squad editor unit list now defaults to the grid view again, now we have more units.
disabled the map type / unit type category selections
Smelting has a success chance.
Smelting stats for the different ores.
Coal fueled blast furnace for higher end smelting (hotter temperature)
Fuel fixes.
hippo + human looking around anims
Suppressed leaderboard in editor again
Some cleanup, more animation physics
Disabled transform renaming on contextual hint - should fix the hint prefab always being marked as changed
More item placement stuff, reverted to command generation method that I accidentally broke earlier
Some more trap logic
Added an IsPlaced field to Item so we can tell if an item is placed (not carried, but also not dropped)
Added IsAlly. Technically this one could be CharacterServer only, but it doesn't need to be (the data is available on all).
Working on character refactor idea
More item placement stuff (chalk material, colour changes, better cancel placement)
Too many classes. Trying something else.
Hooked up physical animation on weapon impacts
Looks a little janky right now
Fixed AI Character health bars persisting after a unit died
Was visible if they fell off the edge of the level
Working on a glorious (or equally likely terrible) new character refactor that will unify the network types and bring balance to the force.
Some WIP carryable torch stuff
Basic first pass on better item placement logic
can look around on mountable with clamped angles
some more jump stuff and modifications to some modules to account for new jump
Ice lake LOD/COL/prefabs
Scene fixes
Cherry pick from
22121 (Blank hair prefabs)
more jump timing stuff and some other animation fixes
EAC launcher fixes (needs x86 lib)
adding more of a timing window for big jump
Improved adaptive shadow bias to scale according to texel-to-world ratio instead of distance
Touched all relevant shaders
Fixed flashlight attachment showing gun shadow all over the place
tweaked walk/jog animations
added 3rd person waterbucket animations
added 3rd person camera animation
updated weapon override controllers
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added back in is editor, modified jump
there are now two types of jumps, first jump allows you to move while in
the air and when you land. Jumping again while still in the landing
animation of the previous jumps allows you to jump higher/farther but
takes away air control and momentum when landing
updated bolt deploy anim export
Started work on performance improvements for large struct arrays
Switched EAC launcher to the new minimal official one (easier to debug for them, less fucking around for us)
Added struct array performance test
replacing slasher , adding model/mat/texture
Fixed model crash
Merge branch 'master' of SandboxGame
Moved screen deprojection funcs to player controller
Fixed line finding tile bug
Fixed charger issue
Fixed range finding issue
Mesh refactor
Merge branch 'master' of SandboxGame