201,944 Commits over 4,171 Days - 2.02cph!
Automated Windows Build #508
ladder rope cost reduced
floor grill cost reduced
prison gate cost reduced
prison wall cost reduced
chainlink fence cost reduced
chainlink gate cost reduced
shopfront cost reduced
metal bars code reduced
armored bars cost reduced
wood bars cost reduced
embrasure a cost reduced
embaruse b cost reduced
salvaged tool blade cost tripled
can now find turret parts, stack of hqm and stacks of pipes in green boxes - no more sewing kits
wood boxes no longer produce barrel contents
slightly higher metal frag count from worst-case barrel drop
slightly more techparts when found
slightly more roadsigns when found
Skill categories uses an enum
Moved resoruces into folders, nuked some old/broken stuff
Added heal + fx
fixed some animation issues
Automated Linux DS Build #508
satchel requires 1 rope
protocol++
Removed / Replaced references to NetworkPlayer with INetworkPlayer
bunch of fixes for thrown objects
proper orientation/sticking, obeys deploy delay
client side movement prediction (hopefully)
Input improvements, rmb spin
Better moving to idle states
Fixed Wood Storage Box skins pretending they're for the Large Wood Storage
Type agnostic readback pointer
First stage compute shader cleanup
Fixed occludee projection and other compute math issues
Added lockless readback
Updated scene + occludee generator
Fixed SavasIsland and SavasIsland_koth issues
Auto attacks work improved
Minor changes. Remove Klak. Going to try Behavior [sic] Designer
Added UnitFrames UI, disabled world UI camera for the time being
Effects WIP
Entity classes now use ScriptableObject
attempt at smooth client side projectiles
commented out navmesh client side prediction
Replicated previous AI behaviour, but in Behaviour Designer instead of a script.
more car changes and explosion stuff
RIP cardiffuse_wrecked.psd.private.0
A couple of adjustments to vehicle prefabs
Hooking up player to networkplayer