252,812 Commits over 3,990 Days - 2.64cph!
Disabled incendiary bolt enabled by default on the ballistagun prefab
ItemModProjectileSpawn now uses the spreadVelocityMin and spreadVelocityMax settings when spawning entities instead of the hardcoded 1 and 3 values
Set all the prefabs using this to spreadVelocityMin 1 and spreadVelocityMax 3 (fire and explosive ammo)
Cleanup.
Hammerhead impact assignment.
Revert fireball_small. Stationary check is needed.
Setup mini crossbow root object
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Fixed a potential NRE in AttemptMount when playing in CLIENT SERVER
Bypass stationary system (particles only) on small fireballs
Effects: Correctly inverse transform point should we hit an entity
Fixed ballista bolt world model colliders
fix floater particle spawn pos
same perk curse changed to % of max hp
lava blob distance nerfed, some +5 difficulty scaling removed
Merge from primitive (few merge conflicts in this one)
Rearranging to hopefully get a better merge diff
Delay damage and impact effect on BaseProjectile.ServerUse by projectile travel time if it's more than 200ms
Zeroed the offset & hid the debug gizmos.
Renamed ballista incendiary prefab now that it has bespoke ballista workarounds and shouldn't be reused stock.
Med ak
- set dropped mag effect to use base ak mag model (for now to fix an error)
- updated viewmodel mesh, rigged and set up in game, re-linked materials
- world model prefab setup
merge from primitive -> aux2
merge from primitive_gm -> primitive
Swap out all the advent calendar days that only gave out restricted items with different primitive themed items
Effects: Normalise Z multiplication in local pos mode (prevents it clipping underground)
Add support for advent calendar to give out alternative items in different eras
Removed unused ballista stuff
merge from primitive -> primitive_gm
Add EditorUtility.TranslateString
Localize some of the menu
Add localization.build command
Menu localization
Stop effect offsets going crazy when hitting an entity
Tweaks & heavy offset test.
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Incendiary ballista impact fixes.
med ak mag drop model meta update
med ak entity
- setting up anim events & effects for mag drop
- now uses own animator & anims (to call bespoke mag drop anim event)
- name changes to match existing model conventions
- removed unnecessary prefabs
Remove unused IInterpolated