243,165 Commits over 3,898 Days - 2.60cph!
Showing hit positions for TENN
- Trying out new movement for player
- Added a placeholder ship model for testing
TENN is now playable but missing serve
made clouds a lot better, added new cloud elements, working on city scape
Log exception message as warning if noise cannot connect to native backend
Updated TENN anim controller
basic vm + wm done. Loading automatically.
re-checking in head 2 with teeth and eyes attached
Manually backported changesets 5737 and 5740 to main
Moving stuff out of resources
Made ambienceManager stuff use references instead of strings
Fixed terrain map normal decode (result has to be in world space)
Fixing grayscale texture settings
Starting on segregating each game instance into its own process.
Fixing a couple of minor things post-merge
Fixed terrain normal map bake
Post-merge compilation fix
UVmix, splat and spec tweaks.
Protocol++ (network + save)
Undoing earlier texture change, since the crafty fix works
Protection properties work properly again
Fixed some warnings
Using the new parser for `GamePackager`.
Added some heightmap frequency randomization
Started work on game host program.
Added failsafe to PrefabPreProcess (error if trying to modify assets directly inside the editor)
checking in head 2 with morphs
- Added movement collision spheres to some enemies
- BaseEntities now check for collision with other entities
- Player can collide with enemies again at last (ooops)
- Deleted some old enemy prefabs
Added missing Spawnable component to loot barrels
Updated TENN blendHitController & avatar mask
Tweaked some monument terrain anchors and modifiers
TENN run north meta update
Added TENN avatar mask & blend hit test controller
Added TENN forehand & backhand anims
Split terrain height and splat extraction for SceneToPrefab scenes into two scripts
Added all monuments back in
Debug.Log() calls are now streamed together rather than using remoting for each individual call.
[zombies] less blood particles, bigger blood particles
Resizing some textures to see if that solves our compile issues
fixed reload times on smg and ar
balanced a few melee weapon gather rates
harvesting corpses should work properly now
revolver attack shake toned down