198,874 Commits over 4,140 Days - 2.00cph!
Werewolves & Toadloks VFX'd
Spiders, rats & mummies VFX.
Crab and Homo Crabbus VFX.
wip CareerStatHistory serialization
Fix errors when firing guns with no CrimeManager in the scene.
Some quality-of-life options added for game modes. Select specific belt slots, or always run.
CareerStatHistory and CareerStatHistories protobuf defs
Fixed status effects normalized time check not working at all
Fixed stunning other players throwing exceptions
disable create button on career creation screen when clicked so you can't reclick it while career is being created
Doing it without breaking all the animations too.
Made rats and toadloks statuseffect vfx compatible.
New King of the Hill class selection basics
Adjusted the mummy bones to fit our VFX spawning system.
Simpler water depth mask handling, more generic; updated rowboat prefab
Added and enabled instancing support on depth mask material
Nuked WaterDepthMask component
Wood sounds for the wood sword.
Deposit All interaction for Buildings
Proper stats for wood sword.
Let's make the LODs use the right skin too.
Forest goblin chief uses the right skin.
Zero'd some prefabs.
Stateffect damage types.
Heat damage is Fire damage
Cold damage is Frost damage
Forest goblin tribe NPCs.
Manifest.
more stat/graph work.
merged from main.
Remove stuff that was in just for the test branch
Pine snow_a tweaked vertex color for testing
Chitin plate set.
Misc item fixes.
Fixed player view direction going fubar with extrapolation (still some problems, should probably be disabled altogether for players due to delta updates)
Network extrapolation also uses slerp instead of lerp for rotations
fixed tootip staying on screen when mod is equiped
Added Vital bars to UnitInfoWidget
Fixed that network interpolation velocity smoothing wasn't working correctly
Interpolate rotations with slerp instead of lerp
Fixed vis.lerp ghosting (and some ddraw ghosting in general)
Fixed core/foliage debug view color space
compile fix
rowboat caustics
Added debug toggle to core/foliage shader and debug view option for vnormals, vtangents, vcolor
Interactions can now apply an Effect to the Unit while they are subscribed
Ported default interaction selection code to InteractionSelector attrib/drawer
AssetMenuDrawer has toggle button to expose a normal object field
All shelter type buildings have shelter effect on sleep and sit interactions
slightly different boat wake
Added two-layer caustics projector shader