250,486 Commits over 3,959 Days - 2.64cph!
- World debug auto refresh includes terrain config changes
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viewmodel waterbucket animations + sounds + code + special fx
- branched WIP reflection probe changes
shelves can be removed with melee
fixed LOD on key lock
!fixed door repair exploit
Fixes for Lot creation stuff. Now stored. Some shit parts to it with generation though.
Stop BeforeDebugTabWorld trying to update when not playing
Static resource deposists contain crude oil
Trainyard and water treatment plant prefab scene tweaks
Static pumpjacks for powerplant, trainyard and water treatment plant
Sphere tank and warehouse topology textures
Monument prefab scene updates (more padding + increased fade distance)
Monument terrain adjustment fadeout is noise modulated for more natural transitions
Monument texture data ignores outermost texture pixels because Unity terrain painting forces those to zero
fixed rockets sometimes detonating against their creators during times of lag
FOR FUCK SAKE asteroid tileset, adding outdoor industrial structure
FOR FUCK SAKE wip transition room
Cowboy rig - 1st pass skinning
Slightly better river-ocean transition
- Started Laser Link player ability
- More Wearables groundwork
- Refactoring EntityComponent, added EntityComponentParameters for 1:1 mapped, single type component settings (container, IM effectors)
- Removed usage of TryAdd in Entity (@ptrefall lets look at this again after Goals/SOC)
- Added ItemParamaters, derived types for Consumable, Physical, Craftable, Wearable and.. Weapon(able)
More rock params from HapisIsland
Fixed up KD tree system. World props are 10x faster.
FOR FUCK SAKE prefab room, change reduce reflection probe belending to 100
FOR FUCK SAKE cleaning prefab room files
Don't spawn field rocks on prefab mountains
unwrapped all trees and long roots for temple court
added temple stairs roots 2 to temple court with correct maps
FOR FUCK SAKE room prefab moving transition room to asteroid tile set scene
Removed shitty cliffside decor
Occasional barrel around powerlines
- Set a propper cooldown on Barricade (15 secs atm)
Changed underwater rendering order to happen immediately after the water meshes; avoids breaking Scott's FX
Fixed warning in FilmicToneMapping/EyeAdaptationMesh.shader
Added a bunch of RenderTexture.Release before some RenderTexture.Destroy just to be sure
- rough barricade ability test
Terrain alpha distance cutoff tweak
Static mining quarry entity bounds
Exclude monuments from auto-cliff-splatting
Enabled range for shot power
Tweaked Igor / Mavis config
Fixed anim looping bug on idle