198,852 Commits over 4,140 Days - 2.00cph!
reworked turn processing into seperate start/end turn functions.
StartOfTurn match actions now get triggered.
Removed tile fall from control game definition.
Unity2017 - door playables not working.
Small tweaks to the small clutter rock scales
fixes for tilefall / cmdkillunit
Disabling all outline glow FX until the Unity bug is fixed
Fixed mouse in payphone UI.
Payphones have a collider + enter the prop KD tree correctly
dropbox emission fixed
mailbox no longer auto submits items (must press button)
dropbox no longer auto submits items
dropbox stacks submitted items with like-kind
shotgun pellets have an affinity to stay grouped to the center (tighter spread)
shotguns have much faster damage falloff (30~m effective range)
Turrets spawn infront of player now :)
Working on mission info HUD thing
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Fixed crazy emissive laser disco blobs
Fixed emission on a few beam materials, furnace large; tweaked fire particles
Added soft particles toggle to particles/additive hdr shader
removed unused .fbx files
Stripped unnecessary features from decals to reduce max sampler count
Added internal/replacement decal shaders to always included list
Tool to find and list any multiple references to audio clips
Forgot to save after adding a comment
Rocket scaffolding scene update
Fixed viewmodel going crazy when ADS immediately after weapon deploy
Rocket scaffolding progress
checkpoint greybox
office interiors LODs/COLs/Prefabs
scene update
Rocket factory rail tracks
Fixed fucked up viewmodel flickering when spamming RMB
Touched decal shaders after workaround subtraction
Subtracting decal workaround at
20934
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Removed tilefall stuff from Defines and it all works on tags/matchactions now
more MatchAction and game settings stuff
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Let's delete these third party assets and see what happens
moved the tile fall code outta the GameHost stuff, started making it into a MatchAction and cmd
Arrow is better, faster, smoother
Mission navigation arrow thing
Basic gameplay mechanics. ggwp