250,157 Commits over 3,959 Days - 2.63cph!
Dropped items can finally have unique models
Network/Save protocol++
Changed how InitShared/PostInitShared get called to be clearer
Fixed another sleeping bag exploit
Renamed a bunch of files
Some cave test assets and updated Human Male, Rocks and reference files from... a while ago :x
Improved bridge terrain adjustments
Moved characters into an empty node and hidden
Biome Season now work probably in Editor (no transition, just using set_season() as TOD_Sky.Cylce.Month changes)
- Level work
- Missiles
- Radius blasts can now be used by enemy weapons
Fixed parallax going awry; also got rid of a few unnecessary normalizations when using it
Splat normals now ignored below LOD 300
Changed checksum calculation to topology-only
Include full topology map in checksum rather than checkerboard pattern
Apply decor components on riverside and roadside decor
Scale river depth with terrain slope
Improved roadside decor placement
fix for sleeping bag list not showing up
Food items now mostly give health over time instead of in one go - prevents combat spamming
You also lose all pending health points when taking damage
Removed unnecessary hack for sleeping bags
Moving Effects into a seperate tab in BeforeEditorWindow
Added special move anim and controller changes to Igor
Close up cam now supports win / lose and specials
- Updated to 5.1.0b1
- Fixed some API issues in ProCore plugin
- Remove some problematic Cecil PDB/MDB files (seems ok?)
- Improved override/inhertince display for UnitAsset species groups in the Before Editor window
- Clean up and various layout improvements for the Before Editor window
- Added remaining data to the Unit Editor (Ecology/Attributes/Colors)
small refactor for eyepeek
small fix for eyepeek deployable placement
increased tracer width
lowered zoom on some weapons
turn in place animations for hatchet / pickaxe / pistol / grenade
tweaked the sprinting animations for pistol / rock
tweaked the campfire crouching animations
re-exported barricades using a single component - proper
Almost finished emblem designer class.
re-exported barricades using a single component
skull fbx + prefab + mat + textures
tweaked lighting on cloud city
Fixed items ejected from furnace/campfire/storagebox falling through the world
Fixed vitals sometimes not showing
- Fixed building placement issue
- Fixed building persistence issues
- Spotted a strange behaviour where Building's buildType is not properly persisted, without finding out why just yet.
No placing sleeping bags under water
turned off emission on court surfaces, brightened court surface textures to compensate, tweaked amplify colour textures further to darken shadows, removed erroneous materials
Added smash to igor controller
Sleeping bags use new deploy system
Sleeping bag placement is restricted better (prevent placement inside stuff exploits)
Fixed condition bar showing for some items that had condition disabled
Can place signs rotated
GizmosUtil.Draw* no longer ignores the current matrix
Fixed hammer not working if clicking too fast
Fixed hammer having no impact effects
Some code cleanup in monument / mountain terrain placement
Added terrain memory usage to F1 menu world info
Show layer names in MainCamera.Distances
Fixed shakey ragdolls
Fixed chicken ragdoll having wolf bones (!)
Tweaked sign placement rules
Allow clients to call data.export
Updated Igor special move & exported
increased bolt rifle zoom while ADS
lowered other weapons ADS zoom
nerfed assault rifle rate of fire and increased recoil slightly (was a bug anyway)