250,461 Commits over 3,959 Days - 2.64cph!
FOR FUCK SAKE adding asteroid socket to the doorway enum socket list
- Timeslow shield layer changed to IgnoreRaycast so player aiming laser doesn't hit it
- Globally reduced the hit effect flash
- Abilities are no longer auto equipped if the player already has one equipped from the same category
Shitty temp splat maps for all the new monuments
Monument topology mapping support (via terrain tools)
removed footstep sounds when player turns in place (it was freaking people out)
Coastline 2.0
More interesting main island shapes
Slight altitude bias towards the world center
Chance for isolated islands off coast
Better mountain and hill blending
Fixed 40 byte per-frame leak on riverless maps
Fixed massive performance hit in water quality modes 1 and 2
- Death Row now has a reduced cooldown of 0.1s if you hit anything with it, upto a max of 3 shots in a row, before resetting to full cooldown
- Death Row is now less opaque when you miss to make it more obvious when you will have a reduced cooldown
- ability Use functions are now passed a reference to the ability button/cooldown that activated it
- Added controller rumble and sound effect to Death Row
- Death Row: Added placeholder impact effect and increased radius
set of industrial light fixtures - greybox and prefabs
Updated the in game updates text
- more deathrow. nearly there
Support multiple materials
New ak47
Updated AI - now a bit less brutal
Removed unused config params
Monument splat mapping support (via terrain tools)
Make sure everything is saved before uploading
Check for problems before allowing upload
Create and include a bundle
Upload version tag
Reduced net Z velocity
Tweaked hit values
Sat dish scene backup
closed holes on sat dish models for the new use of sat dish pieces
Moved smash target position
Added win/lose to character controllers
Some improvements to finding best goal and goal plan.
Monument alpha mapping support (via terrain tools)
added blog images and webm for ian
This approach looks at the score of each goal for each layer of depth, and traverse down the best scoring path in the goal hiararchy until it reach the end.
Texture changes and mockups.
- More WIP AttachmentEditor stuff
- Exposed the override anim string in EmoteState
More work on Goals and Agent+DM specifically.
Lob is now easier to return
Exit transitions for owl / mavis
- More reaper bro changes.
Rock material terrain blend tweaks