198,659 Commits over 4,140 Days - 2.00cph!
Current linker usage ported to StatSimulators, used in Vital and Need, algorithims are stored in StatSimulators
Added core stats properties to Agent+Stats for caching
- Shields will no longer be collected if you're already at max shields
- BaseCollectable can now be overriden to decide if it should be collected and SuckIn script checks it
Added BeholdR (camera post in scene view cc frankieh)
Added some DSE content to the Self - Safety top level goal
Fixed some Effects and triggers with old/broken Stat refs
Fixed Needs starting at their max value, they now start at 0 as intended
Fixed all StatConsiderations not targetting the correct stats
Fixed StatCollection creating StatLinkers before finishing init
Fixed StatLinkers being created when no method name is set in data
Close options on pause toggle
StatCollectionSettingsEditor tweaks, now used for all children
Added Avoidance Attribute
CombatAlgorithms Damage formula implemented from Petur's spreadsheets~
Ported stats data from spreadsheets into stat collections
Removed CombatEffectTemplate and related bullshit that we don't need
Fix for multiple scene loads
FOR FUCK SAKE maya weapon source file
Automated Windows Build #169
tweaked 3rd person look up/down animations so they more closely match 1st person
Automated Linux DS Build #169
Automated Linux DS Build #168
Automated Windows Build #168
Automated Linux Build #168
Possible fix for post processing shaders not working properly on Linux/OSX
Automated Linux DS Build #167
Automated Windows Build #167
Automated Linux Build #167
- Added new build to Spaceshooter folder
- Deleted old spaceshooter folder
Touching these models that unity is compressing from 15kb to 1.5gb for some reason
- Weapons are now automatically made the active weapon when you buy them
- New saves default to having 1 nut to spend at the shop in town
- The mission reward screen in town now notifies you everytime you return to town with spare nuts
- Splash and title screens updated with BG and logo
Updated lashlight beam to use new beam shader features
Enabling low compression on all our meshes to see what happens
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bind second argument doesn't need quotes
fixed 3rd person weapon alignment so it matches where the 1st person is pointing
Added world based beam shadow; shadow intensity control for both animated and world
merging dungeons LODing and rocks optims / mesh compression to pre-release
Fixed beam shadow uv tiling issues with variable beam length; now world scaled
Replaced planar fade strength with actual angles; more intuitive
Third party meshes now use mesh compression
All dungeons meshes now use mesh compression (even previous monuments)
Cowboy - portrait anim source files
Fixed a lot of death / respawn bugs. Started on util for VM placement.
More distance tweaking, autospawn and dungeons
Added lodgrid convar (editor-only, pauses LODing if false)
Enabled vertex compression in player settings
Mesh batching for static quarry and pumpjack