199,360 Commits over 4,140 Days - 2.01cph!
updated human male assets
Edited in-game win/lose cams
quarry saves/loads properly
Updated lowgrade fuel to use less cloth
added icons for survey charge and mining quarry
mining quarry icon update
Fixed shadow bug introduced by water2
Added small opt to update border mesh only on snap motion
Ocean material visibility tweak
Adding a lod in corrugated foundation.steps.top to mach number of lods in foundation.steps
Added special move state to Mavis & TENNS char select controller, updated special move positions
More building optimizations
Water bottle - start with some water
- client stuff needed.
- connection stuff needed.
- after that all gravy.
- Renamed Equipment ItemComponent to Equippable
- Added Position and Rotation Offset for items when IsCarryable
- AttachmentPoint improvements
- Fixed NRE when SO vicinity radius is 0
- Updated HumanMale assets
Reduced size of water collider because those insane scales really mess with its accuracy
- Moved Human+Equipment logic and attachment handling to Unit+Attachments
- PickupItem now calls AttachItem
- Added Head attachment point to Human rig
fixed the normal map for the portable generator (thanks Bill/Vincent)
Damage balance
Slightly reduced damages from last week
Alt ammo types always better than standard in terms of damage
shotgun slug does lots of damage
- Unit+Attachments improvements. Now firing Animator.SetBool() for each AttachmentPoint when Attaching/Detaching Items
- Added Human CarryingRShoulder anim, updated controlls with new layers + masks for each arm and params for carrying
Attachemnts dict no longer uses string keys (AttachmentPoints enum)
all loot tables, phrases etc udpated
Updated research table panel to sideset confusion
Draft radial/context menu implementation. PlayerController deals with popping the radial and passing in the smartobject on RighClickDown. If an SO has more than one interaction, we should the radial with a button for each, otherwise right click will call TrySubscribe on the first interaction.
merged mining quarry into main, gulp
Mining quarries are much stronger
Mining quarries can be repaired with hammer
fuel/output storage on quarries spew contents upon destruction
Mining quarry requires less metal frags to create
Mining quarry no-build/noplace radius reduced to 15 units instead of 20
Mining quarry works faster
chance for some areas to produce more stone
Fixed graph UI being affected by image effects
Updated lion-el controller with backhands
Better developer test for the console dev tools
Fixed players not being marked as developers properly
A couple of CLIENT ifdefs
Fixed batched mesh incorrect transform rotation on foundation.steps.stone
Sending data and succeding!
Updated court / character select states