200,734 Commits over 4,171 Days - 2.01cph!
Added overrides for Unity's built-in Standard shaders that don't fallback to forward-only rendering in lower LOD
Fixed "see through walls"; updated all existing materials to use overrides
added net collision to all environments
Fixed friends list not clearng old friends
Fixes NRE in news source
Fixed NRE in trackir commands
Disabled some error reports (server mods, FMOD errors)
Slight fix for inventory opening hitch (need to review exactly how we display blueprints)
- Reworcked scriptable object creation menu tools to use new paths
- EnemyPack scriptable object setup (empty) to be used to control enemy randomisation in levels/missions
Projectiles keep history of the bones they've hit
Added second popup window frame
- Reworked scriptable object tools
- Created enemy SO template
Can now independantly set speed of popup windows
Visibility now set in the anim rather than code
Added sticky gizmos option to TerrainCollisionTrigger
made cloud city court area larger to fit test court's new dimensions. changed collision to be bigger. added new jetpack flame effect.
made cloud city court area bigger to match test court.
Added run Tag to controller
Reduce building gib sound volume a bit
Ball changes to support minigames
Added smoke and embers VFX to T2 Furnace
Updated Elvis forehand/backhand body shots
Updated Lion-EL east & west runs
Landing impact anim events
Fixed water related delays / shore issues when switching weapon
tweaked some of the wounded animations and sound fx
added a relax gesture for when the player is unarmed
Bush creeps can now hide from players running low quality setting.
fixed a bug with the relax gestures
fix for all decay timings being twig decay, whoops
increased decay delay to 18 hours instead of 12
FOR FUCK SAKE factory asset
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FOR FUCK SAKE pipe interior asset
Integrated Stats with Attributes and Skills.
Slightly better API for StatCollection.
StatCollectionSettingsEditor WIP
Added collider grid with load balancing
Added collider mesh batching