200,271 Commits over 4,140 Days - 2.02cph!
Triggers - don't create list objects until they're needed
-tweaking and prettification
-cleanup of branch
-added new test resource made with editor
Fixed phrases not updating properly because of rogue tabs
Added SpawnHandler warnings when AddInstance is called out of order
Testing out server console utf encoding
Trim newlines and shit from phrases
Shaders and Asset Bundles... fucking unity
Some merge cleanup and asset listing tweaks
Attempt to stop Canvas.BuildBatch taking 4ms per frame
Fixed NREs in MaterialConfig
Can't place ladders inside ladders
Resources and Editor cleanup
Re-assigned Pine resource views
No shooting from ladders
Hardcoded viewmodel lower degrees ( so you can actually tell the weapon is lowered)
AssetGroup creation from Enum values in Building/Species and Resource editor tabs
Add concmds to the global namespace if no conflicts (ie you can now call "fov 75" instead of "graphics.fov 75")
Default project settings missing CLIENT
Added button to fire RefreshAssets to DrawAssetListing in BeforeEditorTab
-merged with main
-fixed Resource view creation
-created 3 new Pine views with the new system.
Tweaking player movement mass
Added dev section to F2 menu (just some layer toggles for now)
Applied Xavier's fixed snow jackets
Animate animals further away
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Ammo in clip counts towards type of ammo (can pull up ammo swap menu if ammo in clip differs from inventory ammo)
Fixed ammo top-up exploit where reloading with only 1 ammo of a differeing type would change all bullets in the mag to be that type
combined swamp trees and roots, added leaves and mushrooms, lit all variants
The glorious return of fps.graph
Even better without missing materials
FOR FUCK SAKE burner glow map and material
added trees and roots to unity swamp scene, set up wip materials
Fixed server not compiling
Stats stuff
Added priorities for shots
Changed the shot selection again
Added Igor backhand run
Updated WIP Lion-El rig
Fixed radtown barrel spawners spawning spawn handler entities
tracers effects are scaled based on velocity
Removed SOv3 namespace
Removed all SOv2 code
Got everything compiling
Disabled Unit selection routines in Player
Added HDR additive particle shader (use this for flames / tracers instead of the standard shader)
adjusted tracer material to look similar to old one
Supply Signal now networks properly to people out of range or if they are just connecting
projectiles clean themselves up when invisible
Updated metal facemask to have separate collision for metal and leather pieces (metal for mask, cloth for skullcap)