199,330 Commits over 4,140 Days - 2.01cph!
Sleeping bags use new deploy system
Sleeping bag placement is restricted better (prevent placement inside stuff exploits)
Fixed condition bar showing for some items that had condition disabled
Can place signs rotated
GizmosUtil.Draw* no longer ignores the current matrix
Added smash to igor controller
turned off emission on court surfaces, brightened court surface textures to compensate, tweaked amplify colour textures further to darken shadows, removed erroneous materials
No placing sleeping bags under water
- Fixed building placement issue
- Fixed building persistence issues
- Spotted a strange behaviour where Building's buildType is not properly persisted, without finding out why just yet.
Fixed vitals sometimes not showing
Fixed items ejected from furnace/campfire/storagebox falling through the world
tweaked lighting on cloud city
skull fbx + prefab + mat + textures
re-exported barricades using a single component
Almost finished emblem designer class.
re-exported barricades using a single component - proper
turn in place animations for hatchet / pickaxe / pistol / grenade
tweaked the sprinting animations for pistol / rock
tweaked the campfire crouching animations
small fix for eyepeek deployable placement
increased tracer width
lowered zoom on some weapons
small refactor for eyepeek
- Updated to 5.1.0b1
- Fixed some API issues in ProCore plugin
- Remove some problematic Cecil PDB/MDB files (seems ok?)
- Improved override/inhertince display for UnitAsset species groups in the Before Editor window
- Clean up and various layout improvements for the Before Editor window
- Added remaining data to the Unit Editor (Ecology/Attributes/Colors)
Added special move anim and controller changes to Igor
Close up cam now supports win / lose and specials
Moving Effects into a seperate tab in BeforeEditorWindow
Removed unnecessary hack for sleeping bags
Food items now mostly give health over time instead of in one go - prevents combat spamming
You also lose all pending health points when taking damage
fix for sleeping bag list not showing up
Improved roadside decor placement
Scale river depth with terrain slope
Apply decor components on riverside and roadside decor
Changed checksum calculation to topology-only
Include full topology map in checksum rather than checkerboard pattern
Fixed parallax going awry; also got rid of a few unnecessary normalizations when using it
Splat normals now ignored below LOD 300
- Level work
- Missiles
- Radius blasts can now be used by enemy weapons
Biome Season now work probably in Editor (no transition, just using set_season() as TOD_Sky.Cylce.Month changes)
Moved characters into an empty node and hidden
Improved bridge terrain adjustments
Some cave test assets and updated Human Male, Rocks and reference files from... a while ago :x
Dropped items can finally have unique models
Network/Save protocol++
Changed how InitShared/PostInitShared get called to be clearer
Fixed another sleeping bag exploit
Renamed a bunch of files
Removed old network code.
held bandage baseline
syringe refactor
Prevent placing sleeping bag inside resources
* Increased MaxDistance of env_projectedtexture from 1500 to
10240 in Multi Player
* Added 'ent' argument to Nextbot:OnLeaveGround & Nextbot:OnLandOnGround
* Added 'victim' and 'damageinfo' arguments to Nextbot:OnOtherKilled
* Added Nextbot:OnContact( ent )
* Added Nextbot:OnIgnite()
* Added Nextbot:OnNavAreaChanged( old, new )
- Reworked turret hierachy so the turret's forward is actually forward