252,104 Commits over 3,959 Days - 2.65cph!
Merged-in fixes from main; closer shader parity with 5.3
Merged-in fixes from prerelease; closer shader parity with 5.4b
item xp cost balance up to level 8
Automated Linux DS Build #260
Automated Windows Build #260
Procedural bush placement reboot
Bushes spawn around rock clusters and forests
Bushes spawn along the beach-grass transition (rather than all over the beach)
Ores always spawn around rock clusters (same overall count on map as before)
Ores are easier to spot (slightly bigger, always near rocks) and more grounded
Small trees spawn around rock clusters and forests
Automated Linux Build #260
Automated Linux DS Build #259
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Automated Windows Build #259
Automated Linux DS Build #258
Automated Windows Build #258
- People now eat food from global supply. Todo: Feed people in an EC with food supply before those without
- Reduced base spawn budgets of factory levels, reimplemented budget multiplier
- Set some quick test values for multipliers and reduced level up XP amounts
- Fixed bug with level value being reset to 0 each level
- Rebuild factory prefabs
Automated Linux DS Build #257
Automated Windows Build #257
Automated Linux Build #257
Stopped constant networking of m_flNextPrimaryAttack on weapon_pistol
Unicode support for SetClipboardText
Fixed WorkshopDL updates for real this time
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merge from /main/inv-ui-sounds
Automated Linux DS Build #256
Fix InspectorFlags PropertyDrawer changing property values as soon as two objects with different values are multiselected
Automated Windows Build #256
Automated Linux Build #256
Implemented AE_CL_STOP_PARTICLE_EFFECT & AE_CL_ADD_PARTICLE_EFFECT_CP
Automated Linux DS Build #255
Ingame Overlay boilerplate
Automated Windows Build #255
Just started fleshing out the files.
Automated Linux Build #255
zeroed out the root object on "blank_rig"
zeroed out the rotations on the bip01 bone