200,022 Commits over 4,140 Days - 2.01cph!
DecisionLog filter / toolbar layout tweaks
- Rooms, turrets, and reduced cam shake
UTF-8 output on Windows SRCDS console
- Removed large rooms from factory tileset
Automated Windows Build #202
road materials updates, textures rework (less noise, better depth)
road meshes simplification and beautification +new, longer segments
FOR FUCK SAKE plasma particle prefab
!A particle scale animation/controller
Delta time now accumulates in Tick Temperature. Increased time to reach Ambient Temperature, for a slower tick till doom rate.
Automated Linux DS Build #202
powerplant scene updates
dirt accum textures, mat, models, reeady to place prefabs
FOR FUCK SAKE plasma projectile life
Unfucked entity creation / destruction events
Made entity destruction a lot faster (or that's what the editor wants me to believe)
Mavis - updates to serve walk ( now travels further) & fixed clipping issues with ball
TENN - updates to serve walk ( now travels further) & fixed clipping issues with ball
added new trees to test court (need to combine materials)
added new test court trees
Updated Elvis controller / config with new dives and smash
WIP on anim state changes
Mavis - updates to serve walk ( now travels further) & fixed clipping issues with ball
TENN - updates to serve walk ( now travels further) & fixed clipping issues with ball
Igor - Added skinned LOD2 mesh
- Refactored earlier XP test code
- Rebuilt player prefab
- Number of level ups is now stored and XP can rollover
- Added level up text to bar when levelups pending
- Switch XP / room bonus bars around
Wet rocks on water and beach
Inverted terrain height masking for wetness
Foam pseudo-shadowing via reflection; reduced SSR fresnel cutoff
Tweaked wetness some more
Fixed extra shiny player model.
- Reduced loading time of level start/level up screen
- Other bits
- Increased blast radius of cocktail launcher and increased damage, enabled player damage
- Removed random offset for cocktail launcher
- Reduced explosion cam shake some more
- AIRandomMovement now has a chance to stop moving
FOR FUCK SAKE bouncer prefab/controller, re rig and tweaked all the anim
!A bouncer roll anim
FOR FUCK SAKE bouncer prefab, relink entity animator
FOR FUCK SAKE burner prefab, tweak hit animation
IsPathSafe() only outputs warnings with fs_tellmeyoursecrets set high
Forced player simulation set to 2 fps minimum rather than a ConVar
GitSync
Automated Linux Build #203