199,972 Commits over 4,140 Days - 2.01cph!
halved radiation damage
rock has wider attack cone
[racer] Improved rubber banding, camera now stops on the finish line when the race is done.
tweaked alpha on metal grating. created outer ring mesh, unwrapped and texture. fixed water material
Merged changes from main.
Fixed cargo plane not networking its position
renamed court_wear node in main grass shader to dust_mask
Maybe another connection fix.
polished outer ring (adam), unwrapping inner ring
Fixed some blueprint weirdness
Made procedural generation modular so that each part can be used standalone
Forced GameManager prefab lists to be sorted by name for cross-compile consistency
[block_party] Replaced music track with an MP3.
Always log checksum if in-editor
RustBuilder - log exitcode with log file extract
[racer] Camera follows cars that have yet to finish after the player completes the race.
[racer] Fixed rubber banding actually slowing down your opponents.
Updated WW scene, added amplify motion and spline stuff
[racer] AI tweaks and made tracks more smooth.
Disabled world checksum kick, logging instead
[racer] Made tracks more complex again, fixed occasional unintentional hairpin turns.
Added initial WIP Ape serve idle (source)
fixed player not moving his feet when taking really quick short steps.
First pass at ak74u sounds
Fixed errors in PlayerModel scene
Modified melee ranges to be shorter (and spear to be slightly longer)
Increased melee cone for spears again, decreased melee cone for rocks
fixed key lock status not showing
key lock is default blueprint
Adjust waterpipe shotgun attack volume
Missing changes from ak74u first pass
Switched noise generation to managed backend (debugging)
Change torch attack sound when lit
tired / angry state animations for the wolf idle/walk/run
added flinch animations for the wolf.
Started refactoring AI decisions.
Fixed how AI decisions calculate target intensity.
Added Login dialog and game uploading
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
Forced alphabetical order when spawning decor types
Protocol++ (network + save)