110,878 Commits over 3,897 Days - 1.19cph!
- Register all customers who buy (only on serverside)
- Made filters to find best customer, unique customers and repeat customers (all anonymous)
█▅▊▄▍ ▌█ ▌▄▍▄▋▇▌▆▋▇▍ ▇▊▊▍▉▇▄▉▉▄ ▋▅█▇▆▋▄ █▋▆▆▉▋█▅▋▄▋▋ ▅▅▅▅▍
- Set correct repair ent
- Manifest again
block impact fx hooked up properly (ice sprays ice, wood sprays wood)
- Fixed some spacing issues
- Fade out green on most revenue and total sales
Bunch of work to ensure perfect alignment no matter the combination of elements enabled/disabled on the feed entries
Added scrollview around listings
Siege tower gibs. Updated plank texture
merge from hackweek_car_radio
Minor mat tweaks for other TODs
Optimized the crap outta these texture parameters.
Did something minor to the prefab that I already forgot what was.
Cold fume timings.
Organized files & moved only those that we use out of the test_material folder.
Car radio can now be picked up with a hammer if you are authorised on the car's codelock (or the car doesn't have a codelock)
Subsurface tweaks & slight shifting around to make the block>base transition less seamy.
Moved SSS profile to the Iceblock folder.
LOD tweak.
Shadow proxy setup to mitigate TOD flickering.
Added BindRendererBounds for SSS
Ice material tweak
Wall blend tests for ziggurat. More work on walkway kit. Set dressing.
Update: Delete the symlink on end of test run
This was previously causing deletion of blobs on unity close/open
Tests: ran LoadProcTest couple times
assigned impact effect to WIP effect
Add a bunch of safety checks, utility methods and convars
Upgradable items can now alternatively use the upgrade item as upgrade cost, instead of the item ingredients.
High externall walls and gates use the upgrade item as cost.
updated wooden shield viewmodel animations so the arm is visible and tweaked position of the improvied shield in its viewmodel prefab so that it works using the same animations
Update Game Manifest for Medieval Barricade
Created Medieval Barricade Icon
Setup Medieval Barricade Icon on Item Prefab
- Added some small extra stats to the side
- Further Localisation
- Profiling
merge from ice_sculptures
Merge from auto_cpu_affinity
Added Medieval Barricade Model, Textures, Materials, LODS and Colliders
Created Basic Medieval Barricade Prefab
Setup Basic Medieval Barricade Item Prefab
Codegen, add toggle to options menu
▌▊▋▅▇ ▊▄▊▇▅▉▅ ▆█▆ ▄▍▉██▇/▋▋▌▆▉▇▊ █▋▉▍▄▍▉█▋ ▉▆▋▍ ▄▅/▋▅▅▍ ▄▇▍▄ █▄▊▋▅▌▌ ▌▌▆▇▆▊▉▉, ▄▆▌▋ ▆█▆▊▉▆▊▍ ▊▄▉ ▇▇▉▋▅▌█▆█▉ ▌▊█▉▉ ▋█▅▉▅ ▊▆▉
- ▊▊▅█▅█ █▍▅ ▌▆▍▄▊▌█▋▊ ▄▇▆█ ▋ ▌▄▍█▅▋▅▍▍ ▅▋ ▍▅▄▇
- ▆▋▍▊ ▊▌▅▉▉▅ ▉▋▌ █▉▌▇▅▌▆▇▆ ▍▇▅▄ ▌ ▇▌▇▋▋▇▇▇▇ ▇▊▋▍ ▋▉█▇
fixed river source prefab
merge from hackweek_car_radio
Car radio deploy sfx and impact effects
Prevent car radios being able to be deployed in eachother
sculpting doesn't consume item condition
cleaning up deprecated rocks references in prefabs and scenes
adjusted binocular lod distance to be a bit more accomodating
Refactored the battering ram door to be an interpolated body instead of a sub ent (wip)
Mounted length set to 1.0
Mounted length set to 1.0
Quick burst cloth setup on flag
car radio deployment is no longer blocked if the modular car is on a road