194,179 Commits over 4,079 Days - 1.98cph!
Criminals don't get welfare in jail.
Corpse despawn time scales with the rarity of the contained items
Automated Windows Build #18
Automated Linux DS Build #18
Automated Linux Build #18
Seeds are considered "common" instead of "rare" and despawn faster when dropped
Sort of tarted prison up a bit, chat message fade.
Dropped items despawn about two times slower
Overgrowth texture desaturation on the yellow range and overall brightness increase
Terrain grass texture sat increase mid yellow/red
Grass splat color tweaks, Overgrowth tint color tweaks
Debris / ragdolls and shit no longer prevent you from picking up / interacting with objects behind them
Fixed boostrap not updating the loading screen text
change WIP menu to look fine in stand alone version
Cherry picking shader changes from /main/hair
Fixed ShadeVertexLights overload issuing wrong path; touched affected shaders
adding some particle fx to the capture point
Fixed hair inset shadows
Fixed hair temporalAA filtering
Some more cleanup of ai code.
placeholder capture sound
Deployables only decay when they're outside (no roof / overhang above them)
Decay timer no longer resets when objects are interacted with (e.g. opening storage containers, still resets when repaired)
Rocket factory / added moss inside the rocket factory building
Fixed bow sometimes spamming RPCs to server
Fixed up some server vs client stuff in ai.
Hooked up jail sentences based on crimes committed
Capture point remaining points display and correct value shown at match start
Rocket factory dressing / added overgrowth inside rocket factory / moss
Capture point team updates
Capture point view now caches materials at awake
Merging the latest from Main
Extra checks on CharacterEyes
Reverted my bootstrap reload code. Returning to menu can be handled properly at a later date. See: Untitled_Game_Issues/issues/117
Respawn at a proper position when released from jail
updating new capture point / texture/material/ curve text script etc
AI Planner: Idling being less stupid, more vivid memory of recent targets and better equipped to deal with unseen attackers.
health bar dmg wip
fixed NRE with the wip trajectory stuff to stop it spamming
unit mini frame prefab links
Fixing up a couple of other things that were borked in CLIENT+SERVER mode
Fixed CharacerState not repooling in Client+Server mode. This was an old issue that I only just discovered.