244,592 Commits over 3,898 Days - 2.61cph!
radiation balance
grenade balance
explosives use multiple damage types
- Reworked raised section in 1-2 and now has extra exit
Fixed WoundingEnd bugs (thans bawng
grenade bounce sound is no longer 2d
added grenade icon
Strip all effects from playermodel when disabling/enabling (fixes hurt fx on respawn)
Fixed some trigger bugs
Added TriggerHurtEx (can hurt based on movement, play effects)
Added TriggerMovement (can modify player's movement)
Barricades slow players movement
Barricades deal damage based on movement
Added wooden barricade with barbed wire
Added metal barricade
Updated phrases and lootspawn tables
Minor fix in the two new radtown prefabs
Updated game manifest
Some more informative error logging and minor tweaks.
some rope texture definition improvements
- Setup a Destroy mission and it's objectives in 1-2
- Fixed a bug in LevelSpawnItem.cs
Protocol++ (network + save)
Only start placing bridges that can actually be completed
Prefab auto-updates (removed parameter)
Increased river terrain height modifier fade distance
Reduced overhang density
Tweaked river rock density and dithering
- Basic enemy spawner placement for 1-2
- Fixed visual on Booze Burner prefab
Made hangar and metal building monuments into two new radtowns with loot
Removed brick building monument
Removed floating sign and some missing prefabs / empty game objects from radtown_small_1
fixed some barricades pivot placement
Wood and metal barricades progress so far
Fixed bleeding notification not showing
- Finished rough layout of 1-2
Added material and textures to Mavis_racket.ma scene.
- Removed some debug spam
Updated grenade to be in 'Weapons' loot table
F1 Grenade implementation :D
- Interior/Exterior transition first working prototype.
- Added some terrain to test map, updated navmesh
- Unit selection is broken (???)
- UnitView doesn't get properly scaled on instantiation?
Reduce falloff distance for impact sounds
First pass at bear sounds
improved the special fx when shooting cloth material (added flecks of fabric flying out)
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fixed viewmodel fov regressions
sleepingbag uses cloth physics material (test)
stone more expensive
armored much more expensive
- Working on Exterior/Interior camera transitions
- Some UI Cleanup
- Player pre-loaded in game_boostrap scene, now only one AudioListener ever (on Player)
- Added Open Sans font, removed old font prefabs from pre 5.x
- Couple of fixes to ZoneSeason editor only stuff
Fixed roadside placement delta being too high
Fix for awake players not adding comfort
metal helmets protect slightly less, and there is a graident between all of them
metal clothing costs much more
firearms are more expensive and the cost levels between them more apparent