199,292 Commits over 4,140 Days - 2.01cph!
Tweaks, Building LOD fix.
Lighting pass in military tunnel
Added vertex lit fallback to pixel lit particle shader
material fix on industrial light prefab
- More Laser Link player ability work
- Added StopMovement() to BaseProjectile and they can now be flagged to stop moving when they hit something
- Added AABB collider check function to MiscUtils
Fixing weird PVT behaviour in GL/OSX
More work on Goals and DM integration.
UnitImportWizard AttachmentPoint handling
Un-peturing the Temperate Biome, added Biome.PeturDevil for biome_test scene
Various building exploit fixes
- Call Animator.Rebind() after Unit puts on a Wearable (fixes clipping/skinning stupidity)
- Split Unit Wearable handling into it's own partial
quarry fix - unrecoverable loot under bucket
- Fixed TryWearItem calling the wrong thing
- Updated human view prefabs (should fix error spam)
- Seperated the laser from remote object for laser link
- Laser link remotes now stop at walls and laser performs LOS and stops at walls
- Laser link now does damage (currently instant death, needs DOT)
wood doorframe see-through exploit fix
- Changed my mind. Laser Link laser now deactivates when no LOS to player, resums when LOS back.
- Decreased Laser Link range from 1000 to 800
fixed missing collision component on sewer bridges
hopper collision fixes (no more trapped items)
Roofs are more expensive and have less health
water_treatment_plant sewer ladder path unblocked
fixed a few little gaps between pipelines
Foundation step exploit fix
By default, allow admins to use their noclip cheat even on antihack userlevel 2
AntiHack debuglevel is 2 in the editor
- Laser link now does % health every damage tick
- Added hit effect to laser link
-some more profiler hooks (tho they bring no joy)
-ThreadedAffectorData changed to use fixedarrays, be a class, and be reused in InfluenceMap
added new trees and tree roots to temple court, added wip shader and tweaked lighting
Include default key config on osx
- Set Laser Link cooldown to 15 seconds
baked out tree roots and created tree root textures
reload happens automatically when switching ammo types
if pressing and holding reload key with only one ammo type, reload will happen (more responsive)
- Laser link cooldown increasd to 25 seconds, duration decreased to 7 seconds
merge into main
reload happens automatically when switching ammo types
if pressing and holding reload key with only one ammo type, reload will happen (more responsive)
fixed quarry hiding items
merge into main
reload happens automatically when switching ammo types
if pressing and holding reload key with only one ammo type, reload will happen (more responsive)
fixed quarry hiding items
Got stuff working at runtime again.
Don't split textures into different bundles (loadtime vs diskspace)