201,675 Commits over 4,171 Days - 2.01cph!
merge from large deployables
CHanged the high wall wood type LODs over to the atlas texture
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Fixed lastPositionValue being uninitialized on a freshly spawned player
Latest Steamworks and Lobby WIP
Fixed an issue with the wood compound wall missing collision links
- Title screen reworked/simpliefied. Now also only has 1 character slot. Pressing A either starts a new game or continues.
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Connect to steam lobby, show lobby players
Server save optimization test
- Ghetto converted damage types to int
A lot more UI work. Ready to start integrating it.
Added SavePause component (pauses auto-save for the lifetime of this entity)
Added SavePause to cargo plane prefab
Updated source run files for Mavis
added Igor last ditch forehand
finally fixed the bug where the player's head would deform and look super ugly.
SPM processing + island 03 changes
Added Scion PP Third party
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Fixed uv set selection in blend layer shaders
Fixed compilation error in internal-deferredreflections
Updated vertex lighting code in BillboardLight with latest spotlight code
Fixed player teleport bug/exploit
If booting in mono, switch to stereo mode (hopefully fixes crashes of people with headphones plugged in (unity!))
Fixed StandardBlendLayer shader getting getting bad metallic/gloss values on detail layer
Fixed player skeleton gizmos
Fixed issues with Env Refl Horizon Fade
Added Env Refl Occlusion and Horizon Fade to StandardBlendLayer shaders
Balaclava model, mats, blah blah blah
Silly unit camera test thing
Added petur's animated eyes to humans
create a unit camera instead of cloning main
FOR FUCK SAKE textures asset
Modified redist script to copy both plugins
Testing a rubberbanding theory
Adding a prop/barricade atlas texture and material, moved compound walls to that atlas.
Moved all our barricades to the prop atlas texture
- Added shield to player
- Replaced health/energy bars with new block style health and shield bars
Fixed some bugs with Resource states and interaction management
Resources now dispense all items when the master item is depleted (berry bushes dispense all their berries when harvested for their sticks)