256,252 Commits over 4,018 Days - 2.66cph!
- Enemies now have less chance of spawning cash (30%->10%)
- Factory rooms now spawn less barrels
- Increased large factory room spawn budget min from 10-20 to 15-20
- Rebuilt factory tileset prefabs
First stage rust/standard shader refactor
- Reduced spawn cost of booze burner from 4 to 3
- F2 level stats screen now shows used spawn budget and spawn budget range per room
- Current room is now yellow in F2 screen
BehaviourGroupSettingsEditor exposes all properties under Other Properties header
- Disabled level depth + world progress budget spawn bonus for now
- Massively increased all factory room spawn budgets
- Rebuilt factory tileset prefabs
- BaseMovement decel speed is now also boosted by speed modifiers
- Branch ends/dead ends now spawn a speed pickup which makes the player move 50% faster until they enter a room they've not been in yet
- Stuff can now subscribe to LevelPlayerTracker and be alerted when the player enters a new room for the first time
- Added the speed pickup + code
Beam/flashlight beam polish
Adjusted texture sizes for game textures. Mavis now uses consistent textures.
- Reduced length of branchiness? of Your Round level flow
- Started to move to level flows/archetypes per-mission, organised by mission folders
frame building blocks models adjustments (lower lips biting into floor for some)
Updated bug reporter to use new system
Humans now spawn with random clothes
Added GetItem with func filter to ItemManager
Tweaked morale simulation and threat calc in senses code
Improved wearable prefab creation in SpeciesSettingsEditor, now replaces existing without changing GUIDs so assets keep their refs
- Disabled level length multiplier (multiplier always set to 1)
- Increased fire rate of Screw You
- Change level flow for Last Orders mission. Now longer (was way too short) and the space area is linear instead of branched
Ripped the old blueprint system out
- Forgot to commit the scene change for feedback fix
- Troubleshooter update with bug fixes and feedback reporting fix
- Feedback reported uses new URL
- Fixed a bug with missions autocompleting in editor when typing M in feedback tool ;)
xp admin commands
xp unit test project
level increase based on xp
- Added weapon switching to controls help panel in town
- Disabled cash shop interaction
- Increased interaction range of nutsexchange
- Your Round mission now uses correct enemy pack
unwrapped nearly all ww buildings and props to new uv layout
- Current weapon slot is maintained between levels
Unit+Morale work, species scale tweaks
TOD day set to 24 mins again
FOR FUCK SAKE playership prefab, culling wall collision rendering from mapcam
FOR FUCK SAKE town duplicated collision on the minimap layer
TOD independent tick of units in UnitManager.
Move movement fixes, reduced Flee distance multiplier
Moved any movement related code out of Unit+Animation partial
Replaced TriggerMovement with IsMoving bool in animators (human + base animal)
SpeciesSettingsEditor fixes for controller discovery
Deleted old wolf and deer anim controllers, all controllers (except those for animals not-ingame) use override controllers now
Owl - special move update
Cowboy - forehand dive WIP
Owl - special move update
Steamworks update (server)
- WIP "good room to spawn a speed boost in" finder code
Un-idioted the UnitMovement StateMachineBehaviour
Made GoToEntity a bit more sensible, removed movement code from AttackEntity action
Ported senses gizmo shit back to UnitEditor which is now used for Humans too