199,328 Commits over 4,140 Days - 2.01cph!
Removed spec from tree billboards for real. Synched some inter-species tree colors. More rocks.
Wood yield scaled with tree size. 15% bonus on arctic ones.
changes to the ironsighting script to allow it to blend smoother between non-ADS and ADS
ironsight fixes for various firearms
Explosives now have a minimum damage distance (grenades are more effective)
viewmodels are snappier when aiming down the sight (better combat)
can't upgrade building blocks under attack
re-added consumption sound effects
someone complaind that the animals looked like they were just spooged on.. I fixed that.
Fixed cached menu not updating disabled status
Fixed cached menu not updating disabled status (to main)
- Loot items now have larger name text and the text colour matches the item's quality
- Pressing R on the character select screen now wipes all save slots and reloads the scene (for dev)
- Increased size of loot crates
- Increased size of placeholder loot model
- Clicking left stick now shows the names for all dropped loot items, if they've timed out and hidden.
Removed bush type 3 from the procedural map (source no longer exists)
Added level info to procedural map
Made test prefab mountain less shitty
Fixed bridges sometimes spawning underwater
- Loot is now hoovered up when in range
Fog. Forestside spawn table.
Allow chatting while spectating
FOR FUCK SAKE main shader with metalness/gloss/ao map contro,l and effect for states
keypad pivot reorient
door prefabs keylock repositioning
door models tweaks
adding keylock models/textures
Removed the locks that were part of our door textures
Moved elephant grass to TreesSource
Re-exported all cliff assets with "b" variants (fipped with opposite ground mesh removed to reduce issues with navmesh baking)
Some final improvements to the implementation of Effect Action.
Locking Input a bit better. Done some snim stuff too.
- Fixed an issue with ZoneSeasons being unable to access season information (list of seasons is now stored in ZoneSeasons instead of via an accessor in Biome)
- FloraGroup now grabs materials from its prefab list during Zone startup
- GameManager makes sure Timescale is 1 on Awake (avoids a rare case of timescale being 0 after editor crash)
- TOD settings tweaks
- Camera PP updates
- Ocean shader + prefab tweaks
Increase voice limit for viewmodels a tiny bit
Crystal fixes. Ambient tweak.
Added Mavis dives, clips & events
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Crystal tweaks. And added to the map.
Quick pass at crystal ambience