249,484 Commits over 3,959 Days - 2.63cph!
Lodded campfire particles.
Fixed stone hatchet "missing effect" warnings
Toned down stone hatchet screen shake (in line with metal hatchet)
Fixed quarry particle effect performance issues and added particle LODs
C++ comments to C# code generation
breath doesn't show up in the pitch black now.
fixed some issues with the player's eyes facing wrong direction during some animations
Furnace performance optimization. Added flicker to the furnace light.
Added particle LOD's to small furnace
Editted Large furnace FBX so LOD2,3 don't block the fire FX
Tweaked large furnace particle LOD distances.
Got killed by some guy called Chewbacca on London Dev Hapis. Some people are just unfriendly.
Savas signs for confused noobs.
Medical loot tables. Manifest. Savas now has healing stations in all corners. Fixed missing barrels required to get on top of the monument dome.
Fixed arrow damage being lower than intended
Added timer to stat modifiers, so that one now can optionally say a modifier should be automatically removed after N seconds. This should "probably" be based on TOD time, right now it's based on Time.time.
added lod settings to the large furnace particles.
Increased brightness of nights with full moon
Merged Stat Changes branch to Main. This properly integrates Stat-driven Attributes and Skills + removes the concept of "step" from Attribute, replaced by the Tick Modifiers.
Added ParticleSystemContainer utility component (added to large furnace as an example)
added collision to target, added vertex colours so can set individual ring colour, tweaked hit anim
For for AI not responding
added collision to target, added vertex colours so can set individual ring colour, tweaked hit anim
Don't bother warming up effects in editor, we cool
Some shit didn't get renamed.
Fixed ALT head rotation offset fuckup
Renamed EntityBehaviour to NetworkEntityBehaviour
Finally fixed the reload bug amongst others.
Updated trigger zones to handle new targets
Added particle quality slider to F2 menu
Do warmup in coroutine so game stays responsive (kinda)
Shader variants wamup
Fixed attachment networking fuckupz
Added ParticleSystemLOD (set up on the large furnace as an example)
Fixed smoke particles immediately disappearing when the large furnace is toggled off
Renamed LODCull to MeshCull, LODObject to MeshLOD and LODContainer to RendererLOD
added new targets with animations. viewable in cloud city court
updated shaderforge version. tweaked cloud city outer court colour
added new targets, with animations
- Spinning rotor blades in Pipes areas now hurt the player
- Moved player death/deletion code to a central place
- More whitebox level work
Fixed standalone hangar reverb zone being a solid collider (preventing people from entering it)
Ball target range can be increased
Camera height tracking can be disabled
Can now win deuce mode test game
Tested tick modifier, looks like it works.
Fixed some minor bugs to the tick modifier system.
Offset loading when opening steam inventory
In "theory" ticking stat modifiers should work now, but will run some tests before I merge to main.