200,024 Commits over 4,140 Days - 2.01cph!
Building Skins Interior blocks and wallpaper/floors carpet example textures
- Fixed prefab building and updating tool
- Updated all the rooms
- Added placeholder sound link for turrets popping up
- Increased volume, pitch and length of turret rise sound effect
Pumpjack and quarry batching
- Tweaked enemy + loot crate spawn roots on a per-room basic
Bug reporter, report errors
Stairs gib models, prefab setup
Slight changes to the Oiljack L3
Slack channel redirection
- Refactored game over code
- Refactored new game code
- Added a gameover screen
- Can now start a new game straight from gameover
- Added DeathInfo to track gameover stats like level reached etc
SmartObject and Subscription twaeks
Disabling subscription validity check in SmartObject.OnSmartBehaviourExecuted for now
- Player ship explodes and screen fades out to red over a few seconds when dying, before switching to gameover screen
- Removed exit time from floor turret animations so they pop up/down instantly
- Turret audio for firing
Fixed in-editor resource gathering
Changed BaseMelee distance check to entity API
Shadow casdade/distance options
Reorganised options screen (still shit)
- Made rotor damage the player
- Rebuilt prefabs
Fixed perf issue in WaterEx.Update; added River tag
Added more profiler sample tags
More VicinityEffect work, added assets, FX prefab etc
- Time slow shield now resets enemies and projectiles to their previous speeds when it fades
All footprint decals apart from the Boar
Safer render thread sync stability
Fixed LionEL racket offset and updated config
Don't fall back to concrete decals if no decals can be found
Don't try to spawn effects if empty string / null is passed as the effect name
Don't fall back to concrete particles if no particles can be found
FOR FUCK SAKE factory room prefab - relinked the local prop/ fixed some minimap render
Fixed player intros - added mavis intro
Fixed PlayerInventory.GetAmount NRE
Native update; more safeness for devreq