198,888 Commits over 4,140 Days - 2.00cph!
wip attack refactor to be calculated server side
Fixed command line not running
splitting up howie's scene. added new hub scene with better collision. working on slopes
Compatability matrix WIP.
Reflection for entity component drawer stuff, Traits drawer has UnitSettings passed in
Double barrel shotgun optimisation
Order stuff when generating code, to make it more deterministic
Replaced all colliders that were using a negative scale
FOR FUCK SAKE wip UI adding window element
Spiker block reduced from 30 to 25 on all sides
Ladder climb animation (rough)
Added Tools/Find/Invalid Colliders
player levels now sent as part of game setup object, game level shown in battle UI. protbuf
Less feet slipping when running/jogging
Lower rotation follows upper, not the other way around
Feet rotation deadzone when not moving
Fixed model stutter when going from looking up to looking down
Added events server convar
Added corpses server convar
Building view fixes
Simplified PlayerController's command generation and data handling, added support for UI event callbacks (additional functionality can be hooked up to hover events for specific command types, for example)
Store muzzle point on viewmodel/projectiles so we don't look it up by name every shot (!)
Player eye position hard coded, negates need for extra transform
Editor: Draw BLUE line where projectile weapon is pointing
Editor: Draw CYAN line where player eyes would be pointing if eyeball in end of weapon
Salvaged axe optimisation
Added gravity server convar
Event revert because appaerently death
UI, disabled cam rotation again
Editor tags, event null checks
Fixed aim angles not being broadcast if player standing still
Removed unused hand IK code
added cheaper collision to central hub
Removed DataAsset.DefaultLabels property out if editor ifdefs (should fix build)
EntityManager events use System.Action, reduced amount of blackboard cleanup with an active flag gate
Semi-auto pistol optimisation
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Added timescale server convar
Building placement preview mesh shows the correct initial state of the building with upgrade meshes hidden
Fixed building placement mesh being invisible
Building structural stats are updated as upgrades are completed
Files for ASE water shaders, WIP water_edge_ASE
Automated Linux DS Build #533
Automated Windows Build #533
Automated Linux Build #533
Fixed pulley constraints in maps being completely broken