193,631 Commits over 4,079 Days - 1.98cph!
is carrying both hands while moving anim fix
Setting wood log weight to 100 in an effort to trigger encumbrance (can confirm encumbrance simulator returns greater than 1, but no effects trigger).
More work on being encumbered. It now has 3 stages and should apply stamina debuffs and movement debuffs accordingly.
WIP player platform colours (fucked)
vm crossbow source update
FOR FUCK SAKE ui match history
more mines, cliffs & vertical goodness
can right click on prefabs then copy ragdolls to them (like you can from the data tool)
Player name in death screen is the actual name on Steam (counteracts namespoofing)
Don't include the entire friends list in the F7 hacker report player selection (less cluttered)
Always put the most recent killer at the top of the F7 hacker report player selection
Newest matches appear at the top of history
swapped practice button for player profile
Created item defs and setup prefabs
FOR FUCK SAKE tweak scroll windows alignment
Fix for server speed setting in delivery mission
FOR FUCK SAKE adding scroll windows in the match history
improved bear sneak, removed human L and R locomotion anims
Fixed notifications UI widget not selecting units when clicked, disabled "jump to" for some activity types (pending new focus on location camera feature)
DispenserInteractionSettingsWrapper holds stat manipulators for TakeFromDispenser to apply
Actually fixed stat manip copy/paste
Skill usage data cleanup
Lots of editor improvements
FOR FUCK SAKE fix arena frame
FOR FUCK SAKE wip scroll stuff
Latest truck prefab
Updated delivery mission to adjust speed for truck with package
Emote menu only triggers on your own avatar
Centered the emote menu properly
Accidentally made the arena frame fluorescent :(
Moved items into folders. Created test scene.
New canvas for emote stuff, merge
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More emotes, changed cat names
Temp simulation is now slightly better and behaves more like we want I think (with respect to stamina change).
ChangeSinceLastSimulation now inverts ChangeValue values, but that's specifically to the usage of Stamina with temperature simulation. Need to generalize it's application.
On simulate, we decrease the ChangeSinceLastSimulation by 10% of it's own value, or minimally 0.1f until its value is 0.
Fixed truck prefab
Updated effects scene
Removed truck from city scene
FOR FUCK SAKE wip bubble speech
Test stamina change for 0 value, as a minor optimization.
Decrement Vital.ChangeSinceLastSimulation over time, comments