255,038 Commits over 3,990 Days - 2.66cph!
[D11][TUTORIAL] FIX: Numerous issues within the Respawn screen
Baked scripts for each stage now put in different classes
tinted some of the fuse wall brighter
fuse minion remote speech
more speech setup
Fixed bug when applying video settings using keyboard / controller
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
confuse bullets bounce on bounds
looping sfx volume uses master volume setting
misc changes while testing
Fixed bad return type of scriptfunc in fuse boss
One approach to json script error line numbers
fuse speech
more onion speech
Line numbers for json warnings / errors seem to work!
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'line-numbers'
Fixed menu stage baking
Fixed MenuStage cached stuff not being loaded
Fixed song sample datas not being found by script baking
Fixed exception while baking some stages
Had a go at a stage loading widget
callbacks for activating and changing status levels
hunter message when using fade
trying to fix same key added error in pattern fading sfx
adjusted some pxc twist amounts
player gun tweaks, player damage amount changes
intro welcome speech change
remove player debug
Started work on subroutine calling codegen
some icon changes, giant centipede
fix giant centipedes going out of bounds
spawn giant centipede when destroy tentacle form 2 big gun
tweak player movement and body shape when firing behind
Code gen for subroutines now runs in the right order
To make sure nested subroutines are already generated
Merge branch 'master' of SpaceUsurperUnity
Subroutine instance caching
Basic preparation of subroutine parameter collection
Subroutine codegen seems to work!
Tweak worst case physics values
Optimized input by removing unused buttons
Optimized looking up item by short name
Fixed store showing modal
Fixed garbage in DyanamicMouseCursor (you were right Ali sorry for doubting)
Fixed player step detection glitchiness on stairs
Reduce Maximum Allowed Timestep
Fixed servers not getting listed
Fixed server not being listed on master server
Added SteamServer.LogOff()
Added SteamServer.ClearKeys()
Added OnSteamServerConnectFailure
Server print when connected/disconnected from Steam
codegen for playerseed command
Updated ignore.conf with some new stuff, including chromium branch stuff
Chat uses textmeshpro
Fixed serverlist refresh button description
Don't add 30 sleeping bags labelled "FUCKERS" to the death screen
dumpgamestringtable no longer crashes the game
[D11][TUTORIAL]FIX: Some animals will disappear after you kill them.
[D11][TUTORIAL]FIX: The warehouse is missing on the map.
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Fixed checking out failed text
Nicer in-editor progress bars with update/phrases
Fixed some wrong localization tokens
Some currency fix ups
Append Async to some async method names
compound building prefabs for map makers
Additional barrel spawn location at launch site office buildings to prevent 30 barrels spawning in one room
Watchtowers can no longer be placed under terrain (exploit fix)
leylock no longer uses codelock guide mesh
Removed placeholder cube and use building plan while deploying locks
Convert sell items metric to track value and totals solds
More score metrics to track all of the new types of food
New IncomeFromProp score metric
Added a new entity selector dropdown that displays a new searchable selection of options instead of having to use the project view
New income by passenger type metric
WIP new graphs for lifetime financials panel
Move charts to a namespace
Convert chart labels to text mesh pro
More metrics for retail stores, more work on charts
New line chart, show income over days
Adjusted melee so fists etc can actually reach beds to punch/hit them
When missions can't pay to bank account, they fall back to inventory, then ground drop.
Removed shadow on mission arrow
blinn-phong, simple shader tile/unit update
Disallow placing objects on building roof
blinn phong tweak
pp edge shader tweak
ice trim normal tweak
adding LOD2 for most units
removing some old unused shader
Making sure that non-initialized entities that die still get destroyed.
Additional checks for ghosts