254,385 Commits over 3,990 Days - 2.66cph!
Activity cleanup/notification improvements/cleanup
Added LionEL dives to controller
Updated wearable pumpkin's face
Made footstep sounds of the local player / other players more deterministic
Hooked up stab decals and effects
Hooked up footprint decals
Fixed notifications widget not being registered with the game UI screen
Human male ragdoll tweak
Fixed some issues with Unit death flagging and animator/ragdoll handling
Lotblocks get deleted when a roadsection is deleted.
Deletion now works much better and all island chunk invalidation now propbably works properly.
changed water reflect layers on test court to make water only reflect a few objects. Tweaking lighting intensity and direciton. Lessened bloom slightly
- Rebuilt prefabs
- Mission definitions now provide the mission headline display text
- Mission objective headlines are now shown when starting the level
- Mission objective tracker now shows real description and object names
Just merging from main, to keep the hunt up to date with everything.
Fixed console background not covering properly
Testplane map
Fixed errors when no TOD_Sky.Instance
InteractionPositions now stored on a per-interaction basis on SmartObjectViews
Added SmartObjectViewEditor with handling for new stuff
Added SmartObject.GetInteractionPositionSet(int interaction_id)
Made EntityView abstract
Added SmartObjectView (from which ItemView, BuildingView and ResourceView inherit)
added new collision to all courts.
added new collision to all courts
Twig stair collision smoothing
Quarry & Pumpjack dynamic collisions
Build date in front end and send in feedback report
FOR FUCK SAKE factory room prefab, fixing minimap bug
FOR FUCK SAKE highlight effect is now part of the standard shader rather than post process shader( bit more expensive on the shader, but it should save some polys,1 render pass and fix the see through bug)
turret auth working
phrases
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FOR FUCK SAKE factory room prefab
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Shorts, tanktop, and collared shirt stuff
- Changed mission SO scene link to a string variable as the Object wasn't working in builds
- Rebuilt prefabs
- Missions are now mostly setup from the Misison scriptable objects, including scene to load, mission text, DunGen tileset for mission room
- Added a BaseMissionObject script. Apply it to any mission objects so the mission generation can find them
- Added a new room, GoalRoom_BeerTaps as placeholder with mission object in.
- Added a new DunGen tileset,FactoryGoal_BeerTaps_TileSet to contain the beer tap mission room.
Tweaked dev tools, removed some old unused crap
Fixed invisible weapon attachments
Fixed invisible dropped items/arrows/spears
Fixed clothing skins sometimes not applying