243,392 Commits over 3,898 Days - 2.60cph!
Attack tweaks.
Viewmodel muzzle point pushed back a bit.
Changed UI-Pixelate to additive blending
NPC flamethrowers don't hurt NPCs.
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Muzzle & eject loc, speed/cycle iteration.
Heavy scientist AI design fixes
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Updated Minigun Textures to include Barrel Shadowing
Merge from main to get latest ASE
merge from /main/visualshader
Slightly reduce AI effective range to match damage range.
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adding swing bridge ramp model for harbor 2
removed static ramps and base from the prefab to be in the structure folder
fixed normals on the ramp, added lod and collision to the base
player update. eoka pistol exported and set up
Updated Minigun 4K Textures
Added Minigun World Model 4K Textures
Split heavy scientist backpack into tanks + instruments
Refactor, hook up connections, started work on storing transition actions
quick level fixes and adjustments
Also tweaked their handles positions because they were an absolute pain to aim for
Updated Minigun Textures to incorporate feedback
Updated Minigun World Textures to incorporate feedback
Fixed electrical flasher light and siren light having no emission when ON
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Add a climbable net to the static cranes if the Reserved1 flag is set to true
Enabled on the shore side crane
S2P harbor_1
Fixed some bugs
Added proper ground colliders in harbor_1 and deleted temp ones
Show state name overrides separately
Use EditorJsonOptions instead of defining our own
Draw entry nodes differently to normal nodes
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migrated artdev progress to demo_level_2
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merge from oilrig sat tube
merge from server_hidden_stashes
merge from EasterItemStoreFixes
removed cctv desk from cctv room, so it can be customized per oilrig
refined environment volumes in moonpool
- Bikes with >2 wheels now orient their roll to ground normal on slopes, instead of world up. Not perfect yet and needs some work
- Don't give snowmobile driving achievement for driving a motorbike
- Improved wheel visuals
- Switch bike RB to Continuous Speculative, it's smoother