254,769 Commits over 3,990 Days - 2.66cph!
Savas: Added a very small buildable area. Loot improvements. Explosives shack. Public furnace and campfires.
FOR FUCK SAKE interior wall + collision
Added TribeStartArea component
Tribe spawning now handled by TribeStartArea if one is available
TribeStartArea places a campfire and spawns 6 adults, 3 of each gender
Added scope slot
Changed how ironsights work
Fixed weapon attachments breaking weapons if not changing stats
Fixed weapon attachments breaking shoot sound when not silencer
Added memory usage / gc counter to perf 1 / 2
FOR FUCK SAKE texture and mat to make the hazard area more visible
reloading counts as a weapon cycle
FOR FUCK SAKE force update material texture
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Trainyard level, first rough pass, with scene to prefab
Some collision updates
Fixed unclamped mip in pvt pre pass
Making ironsight definition less stupid
added early lava court plane, rocks and lava
- Enemy structures now have a square minimap indiciator to differntiate from ships/enemies
- Minimap in minimised mode is now zoomed further out
- Increased size of enemy indicators on mini map
Added new hit effects
Rackets can now play multiple effects
Testing special move effect
Prewarm experiment: load all prefabs and effects
Asset prewarming is disabled by default on 32bit
Added bow specific lazy aim, reduced deadzone
Fixed issue with vm bow fire anim snapping when going back to idle
updated crossbow vm anims, changes to controller
Building prewarm experiment
Added relaxed cape to Blendshapes.
- Made an AreaBuilder script that will fill an area/room with a "Fill" section from a bunch of variants
- MissionBuilder now calls Build() on all AreaBuilders in a level before spawning enemies
- Some test rooms/fillers
Can now set anim param in config file to simplify controller transitions
Disabled small furnace smoke because it wasn't abiding by the laws of physics and looked weird
Fixing BehaviourGroup (breeding works again)