199,330 Commits over 4,140 Days - 2.01cph!
Use ItemConsume properties to give effects
Interrupt use on other
- Created a separate prefab for Missile Turrets
Increased heightmap resolution to be in line with the custom 4k map
Removed splat based height offset
Added 2P special markers and updated panel
- Meg's Placeholder model for the bouncer balls
unwrapped drill spaceship, ready for texture
Added blended topology type
Optimized terrain raycasting step
- Laser/missile turret improvements
wooden barricade boilerplate
Added some code utils, moved easing code
Added blended topology to cave
Added Mavis racket maya & fbx files
turn inplace animations for rifle / rock / spear / torch
tweaked the inplace turning animations
stone hatchet world model
metal helmets protect slightly less, and there is a graident between all of them
metal clothing costs much more
firearms are more expensive and the cost levels between them more apparent
Fix for awake players not adding comfort
Fixed roadside placement delta being too high
- Working on Exterior/Interior camera transitions
- Some UI Cleanup
- Player pre-loaded in game_boostrap scene, now only one AudioListener ever (on Player)
- Added Open Sans font, removed old font prefabs from pre 5.x
- Couple of fixes to ZoneSeason editor only stuff
stone more expensive
armored much more expensive
fixed viewmodel fov regressions
sleepingbag uses cloth physics material (test)
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improved the special fx when shooting cloth material (added flecks of fabric flying out)
First pass at bear sounds
Reduce falloff distance for impact sounds
- Interior/Exterior transition first working prototype.
- Added some terrain to test map, updated navmesh
- Unit selection is broken (???)
- UnitView doesn't get properly scaled on instantiation?
F1 Grenade implementation :D
Updated grenade to be in 'Weapons' loot table
- Removed some debug spam
Added material and textures to Mavis_racket.ma scene.