240,146 Commits over 3,837 Days - 2.61cph!

9 Years Ago
Cleaning
9 Years Ago
Fixed more damage trigger effect references
9 Years Ago
- Enabled BuzzSaw ability for testing - Buzz Saw now does 5 damage in each direction, so 10 total if you manage hit stuff on the way out and back in - Buzz saw is larger - Buzz saw travels faster - Increased the aware distance of enemies - Projectiles take their damage from their prefabs again, no longer forced to 1 in code (most still have a value of 1 though) - Effects object pooler now creates new objects if none available to recycle - Reduced length of Factory1
9 Years Ago
Updated shot selection method
9 Years Ago
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9 Years Ago
Sheet metal tier accurate collisions models
9 Years Ago
Fixed bug in DepositItem after merging actions.
9 Years Ago
Stone tier accurate collisions models Meta files
9 Years Ago
- Increased movement speed of Booze Burner - Reduced health of enemies
9 Years Ago
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9 Years Ago
Fixed incorect foundation.steps.collision orientation (twig) Wood accurate collision models
9 Years Ago
Road stuff -- Shit though!?
9 Years Ago
re-saved court_1.psd
9 Years Ago
Metal ore decal/impact FX Rock decal/impact FX
9 Years Ago
- Revert debug values
9 Years Ago
- Exit portal now get's spawned at the player's location when a mission is completed, taking them back to town.
9 Years Ago
- Level/mission generator script now makes itself the DunGen root object for the level - Added a enemy spawn percentage slider to LevelBuilder to control how many of the spawn locations get selected. (short-term)
9 Years Ago
Chicken meat models
9 Years Ago
- Objective tracker UI now gets spanwed as part of the InitLevel bootstrap - Mission generator now adds mission items to the UI tracker at runtime, so the mission arrows now correctly point at the right things! - Refactored more of the tracker UI
9 Years Ago
- Enemies now do one floor test on start of level to set their position without moving
9 Years Ago
- Disabled the mission generating sound effect as it's too annoying even for placeholder
9 Years Ago
- HACK: Enemy ships take the fly above floor value from the playership. Need to remove this when we use the floor collision component.
9 Years Ago
FOR FUCK SAKE basic factory room prefab with spawners
9 Years Ago
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9 Years Ago
Owl serve walk
9 Years Ago
Fixed rivers not using new shader on standalone build Fixed saving water materials in editor every time quality was changed General water local reflection tweaks aimed at gap reduction
9 Years Ago
new footstep impact effects for animals - snow/sand.
9 Years Ago
Fixed GoToSmartObject.cs StandNear/SleepHere/SitByFire DSEs include distance considerations again
9 Years Ago
Enabled server side collider batching by default
9 Years Ago
Merge from building_colliders_2
9 Years Ago
Merge from main
9 Years Ago
Fixes for nested deploy volumes More accurate deploy volumes for triangle foundations, triangle floors and foundation steps
9 Years Ago
Twig tier accurate collisions models
9 Years Ago
added flowmap textures
9 Years Ago
texturing court planes on lava court
9 Years Ago
working on texturing inner rocks to lava court platforms
9 Years Ago
Merge from main
bot
9 Years Ago
Linux Build 845
bot
9 Years Ago
LinuxDS Build 814
bot
9 Years Ago
Windows Build 697
9 Years Ago
Updated deuce build
9 Years Ago
New grenade explosion effect
9 Years Ago
Added match over state / fixed transitions after games and matches
9 Years Ago
Upping chest texture res slightly (too muddy)
9 Years Ago
* GitSync * Added menu_cleanupgmas
9 Years Ago
Adding the jack o lanterns to the misc loot table
9 Years Ago
flipped UV's on outer court flowmap, added court wear to court plane 2 (broken on 1 for now)
9 Years Ago
FOR FUCK SAKE town with quick area collision
9 Years Ago
FOR FUCK SAKE camera fog to preview in editor
9 Years Ago
FOR FUCK SAKE camera height fog. Now offseting with player height