199,994 Commits over 4,140 Days - 2.01cph!
Need to rewite some stuff to better support server persist.
made wild west court area larger to fit same size as test court
made wild west court area larger to fit same size as test court
Effects are bundled automatically, labelled automatically
Viewmodel animation effects state an effect name only, component defines the folder path
StatCollection.Human, StatCollection.Animal
Fixed potential NRE in Agent.InitializeStats()
added cloud city hole collision
removed mesh collider from glass
Removed collision from court prefab - now uses per scene collision
Deuce mode WIP
- Added a MissionEmemySpawner that uses the Mission and enemypack definitions to spawn enemies
- More MissionBuilder work
Powerplant scene update
Metal ladders greybox set
Some missing files
Weapon mods can change some weapon stats
Fixed realm compile errors
Removed cl_children (they're all just children)
Exposed more weapon stats
Tree mat improvements. Island wip.
Standalone concrete barricade prefab.
More batched collider reverse lookup stuff
- Fixed bug causing spawned enemies to reset to Vector3.zero
- Pack SOs now specify min/max spawn "costs"
- Enemies are now spawned randomly within spawn location radius
animation clip effect paths
Removed some legacy network stuff
Added VS
Modified shot selector to handle shots within hit range but require a run
Set of large industrial props greybox'd