254,393 Commits over 3,990 Days - 2.66cph!
* GitSync
* Idiot proofed Vehicle.SetVehicleParams ( Removed stuff that would crash the server )
lodded lantern particles.
Common base for non data objects
removed some of the warning messages on the viewmodels.
Fixed missing stone pickaxe effects
Fixed rock effects folder having the wrong name
Lodded campfire particles.
Fixed stone hatchet "missing effect" warnings
Toned down stone hatchet screen shake (in line with metal hatchet)
Fixed quarry particle effect performance issues and added particle LODs
C++ comments to C# code generation
breath doesn't show up in the pitch black now.
fixed some issues with the player's eyes facing wrong direction during some animations
Furnace performance optimization. Added flicker to the furnace light.
Added particle LOD's to small furnace
Editted Large furnace FBX so LOD2,3 don't block the fire FX
Tweaked large furnace particle LOD distances.
Got killed by some guy called Chewbacca on London Dev Hapis. Some people are just unfriendly.
Savas signs for confused noobs.
Medical loot tables. Manifest. Savas now has healing stations in all corners. Fixed missing barrels required to get on top of the monument dome.
Fixed arrow damage being lower than intended
Added timer to stat modifiers, so that one now can optionally say a modifier should be automatically removed after N seconds. This should "probably" be based on TOD time, right now it's based on Time.time.
added lod settings to the large furnace particles.
Increased brightness of nights with full moon
Merged Stat Changes branch to Main. This properly integrates Stat-driven Attributes and Skills + removes the concept of "step" from Attribute, replaced by the Tick Modifiers.
Added ParticleSystemContainer utility component (added to large furnace as an example)
added collision to target, added vertex colours so can set individual ring colour, tweaked hit anim
For for AI not responding
added collision to target, added vertex colours so can set individual ring colour, tweaked hit anim
Don't bother warming up effects in editor, we cool
Some shit didn't get renamed.
Fixed ALT head rotation offset fuckup
Renamed EntityBehaviour to NetworkEntityBehaviour
Finally fixed the reload bug amongst others.
Updated trigger zones to handle new targets
Added particle quality slider to F2 menu
Do warmup in coroutine so game stays responsive (kinda)
Shader variants wamup
Fixed attachment networking fuckupz
Added ParticleSystemLOD (set up on the large furnace as an example)
Fixed smoke particles immediately disappearing when the large furnace is toggled off
Renamed LODCull to MeshCull, LODObject to MeshLOD and LODContainer to RendererLOD