255,066 Commits over 3,990 Days - 2.66cph!
Native update; more safeness for devreq
Fixed PlayerInventory.GetAmount NRE
Fixed player intros - added mavis intro
FOR FUCK SAKE factory room prefab - relinked the local prop/ fixed some minimap render
Don't fall back to concrete particles if no particles can be found
Don't fall back to concrete decals if no decals can be found
Don't try to spawn effects if empty string / null is passed as the effect name
Fixed LionEL racket offset and updated config
Safer render thread sync stability
All footprint decals apart from the Boar
- Time slow shield now resets enemies and projectiles to their previous speeds when it fades
More VicinityEffect work, added assets, FX prefab etc
Fixed perf issue in WaterEx.Update; added River tag
Added more profiler sample tags
- Made rotor damage the player
- Rebuilt prefabs
Shadow casdade/distance options
Reorganised options screen (still shit)
Changed BaseMelee distance check to entity API
Fixed in-editor resource gathering
- Turret audio for firing
- Removed exit time from floor turret animations so they pop up/down instantly
- Player ship explodes and screen fades out to red over a few seconds when dying, before switching to gameover screen
Disabling subscription validity check in SmartObject.OnSmartBehaviourExecuted for now
SmartObject and Subscription twaeks
- Refactored game over code
- Refactored new game code
- Added a gameover screen
- Can now start a new game straight from gameover
- Added DeathInfo to track gameover stats like level reached etc
Slack channel redirection
Slight changes to the Oiljack L3
Stairs gib models, prefab setup
Bug reporter, report errors
- Tweaked enemy + loot crate spawn roots on a per-room basic
Pumpjack and quarry batching
- Increased volume, pitch and length of turret rise sound effect
- Added placeholder sound link for turrets popping up