240,209 Commits over 3,837 Days - 2.61cph!
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Fixed a bunch of bugs with SmartObject subscriptions (now SmartSubscription)
Fixed index range errors in Stat+Tickable
- Removed some shit from town scene
- LevelBuilder now waits until the next frame, after receiving level generation success event, before setting up the mission to work around the DunGen beta issue
- Can no longer damage off-screen stuff
- Can now specify a range that mission objects will start to be tracked by the on screen arrows. Once "discovered" an item will always be tracked, regardless of distance.
- Collect mission now hides arrows until items are nearby
Fixed fog-to-alpha in globalfog and ppscatter to eliminate need for explicit ordering
Added high-perf GPU-based water simulation and removed all traces of threaded CPU-based simulation; now sync on render thread via command buffers
Added water fallback to lowest quality if GPU-based sim is not supported
Tweaked water local reflection to be slightly faster; longer vertical reflections far away
Merged in changes from Before; renamed shaders, minor refactor
Quick fix for high external gate sounds
grenade throw distances unified
grenades are a lot more predictable, less bounce, more friction
Made external high walls more expensive
Remaining batch of Owl anims
Added all anim events, clips, rig & optimisation settings
Holosight hasn't got condition
-GC optimization for IM, and a bunch of Profiler samples.
-YAMfM
Fixed wrong skin count in blueprints
- Lowered the minimum amount of cash enemies/crates can drop to increase the variety
- Massively increased the range of coin suck-in
- Added a very small random delay before suck-in activates so you can see coins before they're sucked in now the range is bigger
Phrases/Manifest/Loottables/Phrases
Stat modifable/tickable uses dict instead of grouping. This kills the GC.
Rain 2.4
Launcher effect tweaks
Generator Smoke effect for Vince.
- Placeholder collect item made a bit more obvious with rotation and can now be collected
- LevelBuilder now calls initialise on each room's Room script, which then handles it's own initialisation of spawners etc
merge from main
stone_gate implementation
removed some older anim prefab
Updated owl prefab + config
- Added Room script to all Factory rooms
- Updated prefabs/scene
Fixed being unable to build foundation steps going up from triangle foundations
Updated some Owl metas
Owl Prefab + controller
Added to anim viewer
Deleted all the extra materials and textures
Stat.UpdateModifiers() profiler sample
Removing old skinmesh gate files that we don't need anymore
wood gate lock position fixed
merging changes from gate_anim
- Mission definitions can now set if their mission object locations use the screen-edge arrow navigation stuff or not
- BuildMission now spawns any mission specific objects across the level if required
- Mission system now works with collect missions
- Added a whitebox collect mission prefab
collision polish (shooting in holes improved)
added collisions back
- More spawning changes
- more collect mission work
Added ActivityData, refactoring Activity a little
NotificationsWidget subscribes to acitivty itself rather than being managed by GameUI
More Activity refactoring