241,470 Commits over 3,867 Days - 2.60cph!
Added ACT_HL2MP_SWIM_IDLE & ACT_HL2MP_SWIM to Lua
Updated bone_setup.cpp
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Keylock uses the keylock model
Pass on building blocks prefabs, collision override setup
Stairs collisions tweaks
- Ability icons now fade out darker when recharging
- Set ability cooldowns to 15 second as initial test value
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FOR FUCK SAKE factory prefab room with light/ fix some floating pipes
Purged some more invalid effect GUIDs
Possible weird fix for stag_footstep meta
Armored metal tier accurate collisions models
Fixed external stone gate skin LOD references
Fixed external wood gate damage effect reference
- The distance of BaseMovement's FloorCheck can be overriden
- Increased the distance of Initial placement floor check of enemies
- Fixed impact audio effects not playing when the projectile is set to pierce
- More placeholder audio stuff
FOR FUCK SAKE factory room
!A small pipe variation for slope
Fixed client not updating building block grade / protection properties on initialize
- Explosion sound effects are now 3D
- Deleted unused script
- Loot table changes for enemies (removed old item drops)
- Enabled timeslow shield for testing, tweaked it some
- More placeholder audio
- Bug fixes
Updated Igor Volley shots
- Level generator now sets the public Seed value to the chosen seed if using a random seed
- More placeholder audio
Fixed client not updating building block grade / protection properties post network update
Fixed more damage trigger effect references
- Enabled BuzzSaw ability for testing
- Buzz Saw now does 5 damage in each direction, so 10 total if you manage hit stuff on the way out and back in
- Buzz saw is larger
- Buzz saw travels faster
- Increased the aware distance of enemies
- Projectiles take their damage from their prefabs again, no longer forced to 1 in code (most still have a value of 1 though)
- Effects object pooler now creates new objects if none available to recycle
- Reduced length of Factory1
Updated shot selection method
Sheet metal tier accurate collisions models
Fixed bug in DepositItem after merging actions.
Stone tier accurate collisions models
Meta files
- Increased movement speed of Booze Burner
- Reduced health of enemies
Fixed incorect foundation.steps.collision orientation (twig)
Wood accurate collision models
Road stuff -- Shit though!?
Metal ore decal/impact FX
Rock decal/impact FX
- Exit portal now get's spawned at the player's location when a mission is completed, taking them back to town.
- Level/mission generator script now makes itself the DunGen root object for the level
- Added a enemy spawn percentage slider to LevelBuilder to control how many of the spawn locations get selected. (short-term)
- Objective tracker UI now gets spanwed as part of the InitLevel bootstrap
- Mission generator now adds mission items to the UI tracker at runtime, so the mission arrows now correctly point at the right things!
- Refactored more of the tracker UI
- Enemies now do one floor test on start of level to set their position without moving
- Disabled the mission generating sound effect as it's too annoying even for placeholder
- HACK: Enemy ships take the fly above floor value from the playership. Need to remove this when we use the floor collision component.
FOR FUCK SAKE basic factory room prefab with spawners
Fixed rivers not using new shader on standalone build
Fixed saving water materials in editor every time quality was changed
General water local reflection tweaks aimed at gap reduction