250,313 Commits over 3,959 Days - 2.63cph!
Quick first pass at horse footsteps
Fixed cloud billboards getting culled (wrong layer)
Rivers and roads made visible.
fixed the rocket launcher ironsighting so it points to the center of the screen
modified sign health and protection so they can't be used as damage shields - they're always worse than wood blocks
reduced explosive protection from signs
Split PlayerUnitControls into a partial
Merge from terrain-improvements
Optimized SkinnedMeshCollider rebuilding
Added "runs" and config for Mavis
Cleaning up PlayerCameraEffects, moved CameraEffect class out to it's own file, added PauseBlurEffect
Ghetto fixed radtowns 2 and 4 being randomly scaled
Added LegacyLevel to build settings
Moved LegacyLevel to release folder
Various small fixes in the custom map
Prefab cleanup
Making ScriptableObjectUtility non private
added net and net pillars to raft environment, added ropes and rebaked lightmap. tweaked diffuse, added court wear map and set it up
Updated the digits on keypad
Slimmed the stone skin walls and foundations
UI options fix in startup scene
Loading music obeys music volume convar
- Character/inventory screen model now shows equipped items correctly
Editor loadout chooser persistance
Fleshing out and testing how Effect Action works together with Need and Trigger.
signs no longer take bullet or explosive damage
some more work on keypad albedo
PlayerCameraControls+Input uses GetAxisRaw instead of GetAxis
little cheats to start up faster.
- PlayerUnitContols now handles LOI SO placement for selected units
- SmartObject.initalize() now accepts an array of Agents to subscribe on init
- LOI SO Prefab now accepts multiple Agent subscriptions
- Replaced some Time.time usage in PlayerUnitControls with Time.unscaledTime
Can now chain text feeds for good shots / moves
new keypad lock and textures / lods / mats
comments so I dont forget
- 5.1.0b4
- Super important pixel art loading man.
- Moved AI scripts folder up a level