252,539 Commits over 3,990 Days - 2.64cph!
Implemented throw weapon AH protection (throw_protection, throw_penalty)
- Patchers now fire more aggresively
- Reduced amount of cash dropped from crates, but increased chance of cash drops over items/abilities
- Bit of BaseProjectile cleanup. If anything goes wrong it's probably this commit.
- Barrier/barricade ability now allows the player's projectiles to pass through
- Added WallHit delegate to BaseProjectile
- Buzzsaw now starts returning when it hits a wall
Automated Linux DS Build #361
Touched water shaders to fix out-of-date staging
Automated Windows Build #361
Misc editor refactoring. EntityViewEditor parity with some debug tools display
Automated Linux Build #361
Update view origin, angles and directions for all views - fixes sprites not facing the correct direction in mirrors/water reflection
Adding forest clutter: dead tree logs models/lods/prefabs
Moving all EntityView Interactable collider setup to editor side view creation utility classes (now static, moved out of EnitySettingsEditor types)
Tree stump materials didn't have horizont occlusion
- Added remaining charges display to ability buttons
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Added some senses related stuff to certain effects.
added unitdeadstate to dying as a quick way to make it bypass the dying anim, I didnt want to remove it as it would break the links in all the override controllers and may add back in later
knife.asset has changed, must have not got all data saved before checking in last checkin
added knife item and temp knife icon
Reverted rust/std transmission changes
Fixed car spawns and materials.
FOR FUCK SAKE set pipe gate collider as convex
FOR FUCK SAKE wip glass for pipe entrance
Fixed by UNITY_EDITOR ifdef
Added utility to update all building definitions.
Automated Linux DS Build #11
Automated Windows Build #11
Automated Linux Build #11
Fixing decor foliage prefabs having navmesh obstacbles and no BMO component
ItemView interactable trigger gets x 1.25 size
Player interactable mask fix
Stop UnitVIew disabling root collider in SleepRagdoll
Recreated all the prefabs in the world apparently
UnitView auto capsule collider gen
rebuilt animal skin view prefab
Started new mission
Fixed server time
Player interaction now only raycasts to the Interactable layer
EntityView and derived types handle auto-generation of interactable triggers (with the exception of buildings)
Combat, Projectile and ActionChain event cleanup
Speedtree reimport
animated collision mesh for selection test on building tent animalskin with meshname selection_collision
FOR FUCK SAKE pipe gate collision
was crashing when launching for some reason, deleting saved folder fixed it