200,687 Commits over 4,171 Days - 2.00cph!
Added command "clear" (clears console)
Added command "copy" (copies console content to clipboard)
Projectile attack uses animation callback, ddded "AttackFire" events to human bow and throw anims
Automated Linux DS Build #196
Workshop download diagnosis code
Edited all atmospheric pieces, removed 1 & 7
electrical shock code for code locks, no more bruteforce
Fixed separable blur shader error
Added "ent who" admin command - for seeing who created the entity
code lock shock final pass
- Can now specify colour of combat text
- Added combat text for a few more events
min 5 damage from codelock failure
Fixed skin shading regression on OSX/glcore
Fixed trail renderers destroying item views
Pick new attack every loop of attack execution coroutine
Way better melee rock impacts
Moved weapons into item atlas. (Fresnel is a bit weird atm in some lighting conditions.)
FX tweakery.
Weapons to greybox
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
- The top ammo UI slot is now always the current weapon
Fixed barricades culling too early
Atlas stuff.
Improved some meats.
- Added placeholder ammo type icons to ammo UI
- Containers can now be exploded by flying into them
- Rooms now drop 0-1 weapons across containers
- Removed the 10% chance of dropping ammo for a weapon type you're not carrying
- Changes to loose cannon and cocktail launcher
Added camera snapshot and updated racket prefab layers
Increased max third party prop texture res from 32x32 to 128x128 => ~0.5 MB to ~8 MB
Planner placement tweaks and fixes
Updates to hatchet vm source anims
Updated viewModels scene with backdrop & better lighting for blog video renders
Cleaned up how skins are stored + applied
Ak47 accepts skins properly
Arrow Key prompts, blank keys and updated controller map.
Simplified the pause menu code
delected unused files
▄ ▌▍▍▆▍█▉ ▌▉▌ ▊██▋▉▇▍▆▌
▌▊▄ ▊█▍▍ ▋▋▄▆ ▉▌▆▄▅█▄▅▄▍