200,046 Commits over 4,140 Days - 2.01cph!
- Made an editor tool to help quickly replace baked prefab rooms
- Added a scene with all rooms in
Fixed delete mismatch in fft destroy
Added pooling to device requests to avoid fragmentation
Prevented UI accidentally dissapearing when jabbing F keys
Moved options to main menu (this will get better)
Moved relevant native interop call declarations to RustNative/Managed/Graphics.cs
Updated native code to match changes to Unity's plugin event handling; gets rid of warning
Updated native builds with latest changes; incremented version in selfcheck
Go easy on water local refl gap reduction to reduce back tracing issues
added new lava lines to court side, and textured court side. tweak material on rocks
Quarry ladder optimizations, prefab update
Updates to Owl special smash & serve walks
Fixing bugs with unit pathfinding events and SmartObject interaction position/subscription handling
Added OnBehaviourExecuted : UnityEvent<Behaviour>
Removed AssociateWithTribeHub property from BuildingSettingsEditor
Quarry LOD Atlasing (on L2 & L3)
Moved second cupboard collider to the prevent building layer, as is tradition
▄▋▆▅▊ ▌▌█▉█▊▍-▊.▉ ▇▉▋▌▅▆ ▇▋▋ ▌▄▋▄▅▅▊▌▊ ▄▇ ▅▉▋▄▇ & ▊▊▋
Various building exploit fixes
Refresh batched collider after building block rotation
Performance UI widget and misc tweaks
FOR FUCK SAKE factory TileSet scene (collision/minimap pass not done yet)
Fixed race condition in dev req causing crashes
- Made a script tool to select all children of selected objects and deselect selected objects
Fixed freeze effect on point reset
▌▌▆▍▅ ▄▇▇▇▋▆ ▅▋▇ ▇▆▉ ▊▍▇▄ ▆▄▇▄▇█▍▇▊ ▆▄▄▄▊▅█▆▉▍ ▍▍ ▊▇▉▆█▊▊▋ ▋▅█▇▍▉
snow impact effects no longer look like tiny geysers in shadow.
▌▆▌▉▆ ▇█▇▄▄▌/▊▇▆_▍▄▊█▌▉.▋▋▋
- Added RoomSpawner script which is responsible for spawning enemies from the mission's EnemyPack, up to a configurable cost, into the room
- The level generation seed is now passed to spawners too, so enemy type and spawn locations can be reproduced
Disable menu when reporter is open
- Objective waypoint arrow now pulses and scales
- Fixed another save/load bug
AI can break out of freeze special
- Enemies now do collision damage to player
Started switching to project/publickey system
blunt/stab/slash impact decals
Added "help us" text and steam ID collection to reporter
- Rooms now spawn loot crates
- Pressing M toggles sound
VicinityEffect improvements and EffectFX (yes really) groundwork
FOR FUCK SAKE factory TileSet scene with collision/minimap