199,336 Commits over 4,140 Days - 2.01cph!
Fixed missing collisions in military tunnels after LOD'ing
Added UnitDietConsideration
Added Graze interaction to Grazing Point SO, replaced GoTo action in the chain with GoToInRadius (25)
Added SmartObjects to debug spawner
Bear material tweak
Graze interaction tweaks, hooked up some more states in the generic animal anim controller
Craft window/hud boilerplate
exported WW combined meshes and textures
added new combined materials and meshes to new ww court (ww_combined)
reduced tris, combined textures, changed shadow distance and set many objects to static.
Removed some old materials, more to be removed later.
Tweaked DOF and other camera scripts.
TOD, material and post tweaks
FOR FUCK SAKE playership prefab
!A playership prefab scene
FOR FUCK SAKE all playership part
FOR FUCK SAKE player rig/scene/idle
FOR FUCK SAKE big cleanup of the player souce files
...probably broke some stuff on the way~
!A player part source file
manifest + phrases + loot
adjusted hp and cost of new gates and fences
- Fixed playship transform assignments
- Assigned transforms in PlayerShip scene
- Rebuilt prefabs from PlayerShip scene
- PrefabLink can specify an override for build order. 0 is default < 0 priority
- Prefab rebuilding tool now builds prefabs in order
- Player prefab rebuilding/linking/model stuff
- Weapon anchor points are now taken from the PlayerShipModels componnent
- Merged player prefab stuff back to main
Call UpdateUserData for Steam
- Made a new enemy pack without Booze burners for pipes missions
Properly computing ambient lighting for "Before/VertexLit Blended"; because unity isn't binding the proper ambient probe for vertex lit
set many realtime lights on ww court to baked and rebaked lightmaps
Cowboy - backhand_dive + clips
Cowboy - forehand dive meta update
-little wait action fixes (typo, and wait time being always == MinWaitTime)
Fixed remaining transparent surface fog issues affecting mostly global fog on water and particles
Transparent surface fog fixes and normal encoding updates; touched all affected shaders
Fixed giveall returning when it should have continued
Ambient lighting fixes for vertex lit surfaces (e.g. particles, speedtree LQ); touched all affected shaders
Fence protection properties (currently defined per-entity which is a bit meh)
Fence prefab updates (projectile passthrough, impact effects)
Fixed the tornado of confusion that appears to have occured in the animal footstep folders
- Projectile hits of matching alignments are ignored
- New lives start with 2 bonus nuts instead of 1
Tightened allwed ground deployment angle of shelves
Got rid of legacy sleeping bag prefab
Increased sleeping bag nobuild volume height
Merged functionality of RunString/RunStringEx
Added game.GetIPAddress
Added game.KickID
Lua kick reasons can no longer be language strings
Home/End keys now work in Windows SRCDS consoles
Opening the chatbox while it is invisible/disabled no longer changes player view angles
Chatbox entry max char count is now correct (126)
TextEntry:OnTextChanged is now called after undo operation
Automated Linux Build #172