199,464 Commits over 4,140 Days - 2.01cph!
Mushrooms and hemp use load balanced LOD system
Tweaked collectable LOD ranges
Stopped burlap sacks from rolling around and generally being annoying as fuck
Added new incoming storm sound, deleted old stuff
Added currentEntity to Raven reporter
Updated CurrentVersion to 5.3.2
- Added mortar spawner to beer taps fight, altered heal;th values of taps + turrets,made it more fun
Fixed cupboard gibs errors
- Reworded nuts waiting message and made it fit the panel better
EntityTransformNetworking check for changed positions
merge with;
wolf tweaks +attack, ow and eat anims
Added weather clearing music
Updated campfire
Moved Wait action delegate stuff to End overload
- Aclohol extractor stuff
Merge from jenny's branch
Allocation-free overlap physics queries
SocketMod_EntityCheck uses entity vis class
GamePhysics.Trace no longer tries to early-reject with a raycast (since TraceAll is now allocation-free)
Better trigger handling in AntiHack
Some metas, apparrently
AttackHit anim events added to human attack anims (except bow, because reasons)
merge, my stuff is
deer ow
wolf attack OnAnimationEvent AttackHit (or something)
Added missing TerrainBlendObject component to campfire
Fixed UVs and removed terrain alpha blocker geo from campfire
deer graze animation tweak
Added variable height smash
Double Buffering of Goals
Cleaner DM for finding best variant (less ref passing)
Momentum Fix
Locked off characters for now
Concrete wall fence textures and material
Added TakeFromResource action and support for taking a single item in Resource
Added public method for forcibly add a SmartObject to a Unit's known/percieved smartobject arrays
Fixed EntityCondition.ItemFilter not checking for IsWeapon
- Mission stuff
- RadiusBlast now does direct hit damage to large collider objects
Killed debug log in DecisionPlan.TickMomentum
Optimized the double buffering a bit.
Hopefully fixing item eligability failures in EntityCondition
Bear hat no longers gives a huge debuff to AttackSpeed
scaledown m4 viewmodel
character rigged
- Your round uses pipes dungeon flow
FOR FUCK SAKE player weapon source
FOR FUCK SAKE speeditem prefab
!A WIP speeditem model/texture/mat
- Moved boss mission to 4th mission
- Removed boss text from mission screeen
re-exported all ww meshes, set unity to make uv channels for meshes and baked out lightmap. added meshes to court end scripts so they get culled
Fixing a group switch bug.
- Mission lenghts/rewards stuff
Cowboy - smash update, character selected WIP
Mavis - Smash body & stretch WIP
- Troubleshooter updated for feedback build
Mavis - smash body & stretch anims + clips ( wip)
Cowboy - smash
- Doubled M/K camera look ahead distance
- Locked off all mission except one
- Made mission level flow linear
- Added enemies back to minimap
- Reduced health of bouncers
- Enemies can now only use their shield ability twice
- Enemies now only use their abilities when they're aware of the player