250,157 Commits over 3,959 Days - 2.63cph!
F1 Grenade implementation :D
- Interior/Exterior transition first working prototype.
- Added some terrain to test map, updated navmesh
- Unit selection is broken (???)
- UnitView doesn't get properly scaled on instantiation?
Reduce falloff distance for impact sounds
First pass at bear sounds
improved the special fx when shooting cloth material (added flecks of fabric flying out)
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fixed viewmodel fov regressions
sleepingbag uses cloth physics material (test)
stone more expensive
armored much more expensive
- Working on Exterior/Interior camera transitions
- Some UI Cleanup
- Player pre-loaded in game_boostrap scene, now only one AudioListener ever (on Player)
- Added Open Sans font, removed old font prefabs from pre 5.x
- Couple of fixes to ZoneSeason editor only stuff
Fixed roadside placement delta being too high
Fix for awake players not adding comfort
metal helmets protect slightly less, and there is a graident between all of them
metal clothing costs much more
firearms are more expensive and the cost levels between them more apparent
stone hatchet world model
tweaked the inplace turning animations
turn inplace animations for rifle / rock / spear / torch
Added Mavis racket maya & fbx files
Added blended topology to cave
Added some code utils, moved easing code
wooden barricade boilerplate
- Laser/missile turret improvements
Added blended topology type
Optimized terrain raycasting step
unwrapped drill spaceship, ready for texture
- Meg's Placeholder model for the bouncer balls
Added 2P special markers and updated panel
Increased heightmap resolution to be in line with the custom 4k map
Removed splat based height offset
- Created a separate prefab for Missile Turrets
Use ItemConsume properties to give effects
Interrupt use on other
- Reworked turret hierachy so the turret's forward is actually forward
* Increased MaxDistance of env_projectedtexture from 1500 to
10240 in Multi Player
* Added 'ent' argument to Nextbot:OnLeaveGround & Nextbot:OnLandOnGround
* Added 'victim' and 'damageinfo' arguments to Nextbot:OnOtherKilled
* Added Nextbot:OnContact( ent )
* Added Nextbot:OnIgnite()
* Added Nextbot:OnNavAreaChanged( old, new )
Prevent placing sleeping bag inside resources
held bandage baseline
syringe refactor
Removed old network code.