243,408 Commits over 3,898 Days - 2.60cph!
Expose lobby id to AsyncGetLobbies
Get rid of player controller mechanics
Removed some junk files not meant to be submitted
Added seismic sensor to T2 tech tree, tweaked inventory grab & drop sounds
Validate PlayerBoxCollider
Player doesn't depossess on death, fixed respawn issue
Player.RemoveWeapon()
PlantFunction for C4
Just removes when planted atm
forgot to re-add a deferred mesh decal component
prevent player hitting their own colliders
reverted shed overrides on the head shed prefab to let the nested roof prefab display the .asset baked model, insert the .asset in each LOD mesh filter.
- Horse direction is inverted when moving backwards
- Obstacle detection supports backwards movement
- Transition from walking > stopped > backwards is now slightly shorter
- Transition from backwards > stopped now takes a second instead of instantly jolting
- Holding sprint key into an obstacle while stationary will no longer deplete horse stamina
reimport for corru sheets and shed assets with corrected rotation and import settings. set physical mats , added baked vertex color asset.
Collider tweaks, more precise
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Project uses quick play launch mode, which should try to join a lobby automatically
Give the player an extra collider to handle player to player collisions
Give the player an extra collider to handle player to player collisions
Stash minimap stuff
fixed door awning position in storage warehouse building
M700 sniper rifle blockout
Remove viewmodel camera stuff
Make minimap renderer gizmo less obnoxious
Fix missing prefab in Game_setup.prefab
throwable weapons whitebox
Don't give default equipment if player already has weapons
Start with a USP in round_based_test gamemode
Default weapons are controlled by game mode
Just include fps_testing game mode in the scene
some brick pile texture tweaks
Tentative fix for laggy viewmodel inertia
merge from fishing_changes_june_24
merge from analytics_server_profiling
merge from qol_salvaged_hammer_buff
merge from fix_mixing_table_save_scroll
merge from sprint_seed_fill
merge from HorseArmourPenalty
Add scene for testing round-based gamemode