250,973 Commits over 3,959 Days - 2.64cph!
Automated Linux DS Build #166
Removed old ingame debug UI modal
Rain effect tweak
laser recoil bonus nerfed to 20%
Automated Windows Build #166
Automated Linux Build #166
* Added Player.AnimSetGestureSequence( slot, seq )
* -noworkshop now also prevents SteamAPI from being initialized too soon on dedicated servers
Effect data validation on the editor side, with warnings
Fixed missing effects data, stats are changing again
Some Effect cleanup and bug fixes
Logo & BG for title screen. Added Design folder.
Fixed EffectParameters not passing due to new data being excluded
Merge from stats_refactor_jan16
Game runs again!
Updated all effects data
Effects tick stat changes flagged for ticking
Added StatTypeSelectionDrawer back in, turns out we do need it?
- Scriptable object definitions for modular item model system. Definitions only. Doesn't do anything yet
new wolf with tweaked model on 1 mat and changed idle
StatMeasurement now supports all Stat classes with different measurement value types and an improved drawer
Fixed StatCondition, StatConsideration (previousl RangedStatConsideration but now just simply limited to those stat types with a CurrentValue), StatMeasurementTrigger
Owl - Special move flap anim
Owl - Special move flap source
first person laser prefers aiming accuracy over viewmodel accuracy
updated beam shader for laser
saved out unity scenes for swamp and cloud city
tweaked water shader and fog on swamp court.
made all shaders on cloud city that can be deffered use deferred. halved or more many textures. tweaked fog and lighting. removed some erroneous textures
backfaced cloud city deckchair and exported
New Building frames prefabs setup WIP
Animations and additional files
Yield a frame from time to time during stability warmup (temp fix for Multiplay killing our process on startup)
Added ScaledValue as part of MaxValue.
Throw an exception if a stat is not of a type supported by Stat+Changable.
Stat+Changeable implemented.
Quickfix for Stat Modifiers.
CombatAlgorithms is now a static class not asset
Added StatChangeParameters, StatScaleParameters
Added IStatMinipulator interface implemeneted by params types
Added StatMinipulators enum
Removed all old Stat related interfaces
More work on StatModifiers, removed old order handling etc
- Added Room and RoomSpawner components to the current Ice Cave rooms
- Removed some junk from SpawnLocation
- Added Ice Cave enemy pack
- Started Ice Cube harvester gameplay code
- Rebuilt Ice Cave prefabs
Fixed NETRCV_ReadBytes returned false on suicide
reference coroutines by IEnumerator because stopping them with the Coroutine class throws errors (300 errors an hour)
Fixed keys.cfg overriding new keys added in keys_default.cfg
Moving stat type fileds around a bit
Added AttributeTypes back in, ext method for setting them via a stat array of primaries
Code is compiling after crazy Stat rewrite. Probably broke all data + probably some bugs left + tickables are gone and needs an Effect replacement.
Entity stability values are now saved and loaded
Stability warmup is much faster (and almost free if values have been saved)
Stability refresh is faster (terminates after less iterations)
All stability parameters can now be adjusted by admins
Stability distance from ground is displayed in the editor
Automated Windows Build #165