199,327 Commits over 4,140 Days - 2.01cph!
Can now chain text feeds for good shots / moves
- PlayerUnitContols now handles LOI SO placement for selected units
- SmartObject.initalize() now accepts an array of Agents to subscribe on init
- LOI SO Prefab now accepts multiple Agent subscriptions
- Replaced some Time.time usage in PlayerUnitControls with Time.unscaledTime
little cheats to start up faster.
PlayerCameraControls+Input uses GetAxisRaw instead of GetAxis
some more work on keypad albedo
signs no longer take bullet or explosive damage
Fleshing out and testing how Effect Action works together with Need and Trigger.
Editor loadout chooser persistance
- Character/inventory screen model now shows equipped items correctly
Loading music obeys music volume convar
UI options fix in startup scene
Updated the digits on keypad
Slimmed the stone skin walls and foundations
added net and net pillars to raft environment, added ropes and rebaked lightmap. tweaked diffuse, added court wear map and set it up
Making ScriptableObjectUtility non private
Various small fixes in the custom map
Prefab cleanup
Moved LegacyLevel to release folder
Added LegacyLevel to build settings
Ghetto fixed radtowns 2 and 4 being randomly scaled
Cleaning up PlayerCameraEffects, moved CameraEffect class out to it's own file, added PauseBlurEffect
Added "runs" and config for Mavis
Optimized SkinnedMeshCollider rebuilding
Merge from terrain-improvements
Split PlayerUnitControls into a partial
modified sign health and protection so they can't be used as damage shields - they're always worse than wood blocks
reduced explosive protection from signs
fixed the rocket launcher ironsighting so it points to the center of the screen
Rivers and roads made visible.
Fixed cloud billboards getting culled (wrong layer)
Quick first pass at horse footsteps
Fixed 2048 leaf textures
Fixed SpeedTree updater to use the new shader
Ran Speedtree updater