200,008 Commits over 4,140 Days - 2.01cph!
- Can now specify a random range for enemy ability durations
- Tweaked enemy shield values
- Reduced booze burner speed slightly
First pass at terrain-approrpiate animal footsteps
Fix missing AudioClip references on wolf SoundDefinitions
Prevent certain important sounds from being stopped early by SoundVoiceLimiter
Unparent sounds from effects on destroy instead of only when recycle is called
Tweak first person wounded sound
Pay attention to map size when in EnforceLimits
Baked HapisIsland water map (ignore this in your next merge Petur)
Forgot river physics material (for footsteps)
- Reverted to prevsion revision of PlayerCameraControls
- Fixed Unit_Human prefab not having a Human component
Disabled orbit key jumpto test
Map - hide paintbox until cursor unlocked
Fixed NRE in AnimalSkin (horse had no renderers set)
- Lots of enemy ability/manager changes
- Added healing beams enemy ability
- Tweaked values for healing/shielding
- Booze burners and patchers have a 20% chance of picking a random ability to spawn with
- If an enemy gets spawned as "special" and get's an extra ability, it also receives 2x as much health and loot drop chance is set to 100%
Fixed horse having no collision
Fixed ironsight zooms being fov dependant
beancan grenade icon update
created swamp_fish_bones 1 and 2, unwrapped and baked lighting
Sounds and special fx for the SMG view model
worldmodel for the SMG all done
Groundwork for Buildings as ScriptableObject assets, added to BeforeEditorWindow with listing and creation form.
First stab at the VectorStick camera
Added Custom SMG
reduced revolver crafting costs
increased grenade effectiveness
Updated lootspawn to include map
Updated phrases
Spawnhandler - enforce limits properly - attempt 2
updated wick sparks to be emissive
lowered SMG fov
repositioned viewmodel to be lower
lowered the horse scale a bit
- Special enemies now get 4x health up from 2x by default
- BaseEnemyAbility now gets a BaseEntity ref instead of EnemyShip
- Turrets now have a chance of spawning with the Shield ability
Added Third Party SMAA (https://github.com/Chman/SMAA-Unity)
Replaced FXAA with SMAA in GraphicsOptions
Research Table art, prefab integration with lods/gibs/col
- Turrets now have a bit more default variance in firing rates
- Added text to gameplay UI below target health bar to show the name of any ability a special enemy has (Want to look at replacing this with clear ability icons later on)
Big and small water tanks, lods, gibs and prefabs.
something was quite off in the (vector) camera, massaged it until it was fine again, and it is working quite nicely with zooming now!
- Projectile knockback is now disabled by default
added fish bones 1 and 2 with materials to unity scene, textured
- Increased size, speed and travel distance of Buzz Saw
- Made the Bazz Suw placeholder model a bit more glowy
- Rearranged skill tree ability unlock levels/positions via the XML file