192,565 Commits over 4,049 Days - 1.98cph!
Vertex painted deck, hull and mast
added Defines.MissionsAwardedPerDay, set it to 3 for good testing variety.
set allo mission currency reward values.
added igniter damage mission.
Scene2Prefab Military Tunnels
Improved reload awareness for Scientists (don't rush when reloading).
Duck when reloading behind partial cover.
Misc other little tweaks and improvements to Scientist AI.
Tweaks to range restrictions on spawn points at Military Tunnels.
Set all item descriptions and costs.
jump pad launch/land placeholder audio
Lowered max loot spawns at site B
Disabled GroupDeath bravery debuff.
SettlementMorale no longer NaN if settlement bravery is 0
[D11] Much cleaner stat tracking in LiteNetLib
Added Beta 6 what's new definition.
Fixed vending machine loot panel pooling errors
Fixed workbench panel not refreshing when taken from pool
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[D11] Add some scripts to reimport all audio clips with settings as suggested by Unity, and a general framework to re-trigger the import of any sort of asset class
fixed passing loot through floor using BBQ exploit
Optimized LOD refresh by using cell distance instead of object distance when far away
Optimized tree.meshes by only doing the full refresh when needed and removing redundant work
Removed duplicate tree imposter update in LOD refresh
Scene backup & gui assets.
Igniter now does 1-2 dmg.
Updated igniter attack description to state how many turns the effect lasts.
Tile burn damage effect now has a min-max range instead of just a single value. Taken from attacker's attack def.
scene & gui backup, icons
TileViews now get linked to their TileTopperViews of present.
Jump pad anims on use.
Fixed enforced tree mesh count not resetting when changing tree.meshes back to 0
fixed disabled game object on jump pad prefab
wip jump pad/ animation controller
force-close mission panel when leaving the menu, incase someone is browsing the missions and get matchmaked.
Replays are now enabled for practice matches.
Don't record replay replays :)
force timescale back to 1 on replay exit
replay control UI hides on match finish.
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fixed killfeed not appearing.
[D11] [UI] fixed a misplaced float causing an error in a server build
Disabled "MoveToContainer failed!" message
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Disabled occlusion culling on macOS until fixed
Disabled emoting in replay mode, space bar instead toggles pause/1x speeds.
Cargo ship anchor conveyor / unique textures / LODs / prefab setup
changed replay speed from 6 buttons to a slider and 1x/pause