199,479 Commits over 4,140 Days - 2.01cph!
metal gibs meta/prefab update
Entity neighbour linking is load balanced on the client
Yo dawg, heard you liked operators so I put perators in your operators so you can operate whilst you operate!
https://www.youtube.com/watch?v=hTFu1ns-fJ4
CommentToBind cleanup, defines
Deepness based refraction scaling; switched to perlin based high-freq refr; refr disabled in medium quality
Hates returning a handle with template
StatLinker.Sleep fixes
Need For Sleep Consideration tweaks
-bunch of profiler samples placed around IM, DM, DSE and considerations.
-removed tiny bit of LINQ
Updaing city editor stuff.
Added temp special bar effects
Added ticker to front end
ladder uses atlas material
wider twig window frame, double window frame hinges
merge from building_atlases
Mavis flying anims - final batch
code change to Mavis config file
texturing court grass (and grabbing latest)
wood_stone_metal atlas update
- Set player ship min map marker back to blue, and larger.
high walls moved to atlas material
More Stats refactoring. Added IStatRanged, implemented by Vital and Need. Cleaned up StatLinkerOperations a bit, debug and editor improvements and some consideration tweaks.
Fixed vitals not getting a MaxValue from StatSettingsWrapper
Removed IStatRanged in favour of RangedStat class
added new temple grass shader that lightmaps grass_mesh texture on to it so it blends better with grass_mesh
- Added OnHealthEntityAnimation to toggle different entity animations based on varying health values of a BaseEntity
- Reworked the Beertaps goal room. Turrets now spawn at 90 and 60% tap health and all taps share a combined health.
- Rebuilt prefabs/tileset
Specials now triggered with L2, R2 and combo
Y triggers focus
Mavis flying anims - final batch source update
Unit+Movement sets CurrentSpeed.BaseValue, listens to changes for Attribute.MaxSpeed and updates NavMeshAgent.speed
gates moved to atlas materials
Updated specials to work on correct special power amounts
Moved update file
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