250,303 Commits over 3,959 Days - 2.63cph!
Should fix "only legs"
Should fix not being able to build
Fixed supply signal not working (referencing plane by string)
Loot tables
Removed AK47
Updated phrases
- Deleted old floor_triggered_turret prefab and replaced with Floor_Hatch_Triggered (minus a turret child)
adding floor stones to temple court.
added temple stones to max, adding to scene
Sockets can choose whether or not to be monogamous
Entity links are initialized in InitShared and linked in PostInitShared
Stability uses stability entity links for robustness and predictability
- Removed all turrets from the Factory tileset and updated prefabs
moving sheves into the new deployable prefab folder
- TT_Laser can now specify how many times to warning flash before activating laser
- Made a laser script that raycasts to position and scale laser beams according to surroundings
- Made a quad laser turret and test scene
Fixed door knock effects being referenced by string
Doors aren't BuildingBlock derived
Fixed shutters etc not breaking when wall fell down
Added rig test anims for Owl
Fixed shutters not closing
Moved embrasures to own folder
Fixed embrasure placement gude using wrong model
Shelves models, LODs, Gibs, COL
Made Socket_Specific more explicit
Window bars crafted items
Fixed codelock using strings for effect prefabs
AA on rendered icons
Doors are craftable items
Added Elvis portrait anim + meta
Removed window bars / door from planner
Changed HUD offset
Updated configs
Compile debug+release together
Moving AmplifyColor back to ThirdParty
Test that referenced prefabs are in an asset bundle
FOR FUCK SAKE maya source scene
FOR FUCK SAKE background script to randomize turbulance/adding constellation placement
!A basic sky shader for reflection
FOR FUCK SAKE background shader for constellation
FOR FUCK SAKE space textures/material
FOR FUCK SAKE shaderforge
FOR FUCK SAKE asteroid prefab
!A constellation placement prefab
- Player and enemy movement collision fix / improvement
Refactoring building runtime.
- Money Bags enemy ability
- MissionBuilder now picks a random room for any mission objects that need to be spawned, to make sure they're spread out through the level
Fixed map water not drawing
Correctly limit chat input characters on HUD
Report some server perf stats in query