200,093 Commits over 4,140 Days - 2.01cph!
- Enemy spawn pack SO added to destroy mission type
FOR FUCK SAKE camera height fog. Now offseting with player height
FOR FUCK SAKE camera fog to preview in editor
FOR FUCK SAKE town with quick area collision
flipped UV's on outer court flowmap, added court wear to court plane 2 (broken on 1 for now)
Adding the jack o lanterns to the misc loot table
* GitSync
* Added menu_cleanupgmas
Upping chest texture res slightly (too muddy)
Added match over state / fixed transitions after games and matches
New grenade explosion effect
working on texturing inner rocks to lava court platforms
texturing court planes on lava court
Twig tier accurate collisions models
Fixes for nested deploy volumes
More accurate deploy volumes for triangle foundations, triangle floors and foundation steps
Merge from building_colliders_2
Enabled server side collider batching by default
Fixed GoToSmartObject.cs
StandNear/SleepHere/SitByFire DSEs include distance considerations again
new footstep impact effects for animals - snow/sand.
Fixed rivers not using new shader on standalone build
Fixed saving water materials in editor every time quality was changed
General water local reflection tweaks aimed at gap reduction
FOR FUCK SAKE basic factory room prefab with spawners
- HACK: Enemy ships take the fly above floor value from the playership. Need to remove this when we use the floor collision component.
- Disabled the mission generating sound effect as it's too annoying even for placeholder
- Enemies now do one floor test on start of level to set their position without moving
- Objective tracker UI now gets spanwed as part of the InitLevel bootstrap
- Mission generator now adds mission items to the UI tracker at runtime, so the mission arrows now correctly point at the right things!
- Refactored more of the tracker UI
- Level/mission generator script now makes itself the DunGen root object for the level
- Added a enemy spawn percentage slider to LevelBuilder to control how many of the spawn locations get selected. (short-term)
- Exit portal now get's spawned at the player's location when a mission is completed, taking them back to town.
Metal ore decal/impact FX
Rock decal/impact FX
Road stuff -- Shit though!?
Fixed incorect foundation.steps.collision orientation (twig)
Wood accurate collision models
- Increased movement speed of Booze Burner
- Reduced health of enemies
Stone tier accurate collisions models
Meta files
Fixed bug in DepositItem after merging actions.
Sheet metal tier accurate collisions models
Updated shot selection method
- Enabled BuzzSaw ability for testing
- Buzz Saw now does 5 damage in each direction, so 10 total if you manage hit stuff on the way out and back in
- Buzz saw is larger
- Buzz saw travels faster
- Increased the aware distance of enemies
- Projectiles take their damage from their prefabs again, no longer forced to 1 in code (most still have a value of 1 though)
- Effects object pooler now creates new objects if none available to recycle
- Reduced length of Factory1
Fixed more damage trigger effect references