254,979 Commits over 3,990 Days - 2.66cph!
Added debug special move override
Charged shot now flashes
Removed punch shot, replaced with force modifier and rock ball
Updated UnityVS (vs2015 compatible)
Added optional Snow Accum Offset; toggable via "EnableAccumOffset" in TerrainWeatherExtension
Fixed skin colour not changing properly in dev playermodel scene
-added cool profiler tags for perceiving units, like we got in grasspatch
Fixed building rotation not aligning to ground normal
Set Mavis geo to cast and recieve shadows.
Updated SE plugins
Fixed UI not blocking raycasts
RMB cancels building placement
Fixed splat tints not updating on terrain => added TerrainBlendExt.UpdateMaterialParams() to SetSeason
Toned down ambient setting
Fixed NRE on server shutdown
Added frontend light setups for celeb cams
Updated bloom and ambient occlusion
Hopefully fixed weapons not reloading proper
fixed water subversion issues , tweaked fog
- Made enemies less chatty
- Temporarily removed the Summon ability until there's an effect for it, as it's just confusing without one
- BreakApart component now has a health multiplier, so you can make all parts break off before 50% health etc
- Bouncer shield is now completely destroyed by 50% health, leaving the little dude inside to attack you
- Doubled the health Bouncers receive per-level
- Loot containers now have 100% chance to spawn an item
Added new materials to character select prefabs.
Removed unused, unrigged characters
Switched frontend panels to prefabs
WIP. For Ian to add Lion-El.
Added LionEL character select prefab and added to select screen.
tweaks to semi-auto pistol idle animation
Rain FX remake. (Only calibrated for night atm)
implemented roadsign jacket
Quick reverb tail and distant variation for semi pistol attack
updated loot tables & phrases
First pass at boar sounds
revolver slightly more common
Added semi auto pistol! just like the p250 in legacy
increased velocity of all ammo types
increased shotgun damage
Added Unit+Sound with PlaySound method (takes a sound type enum param)
SpeciesSettings now runs LoadUnitSounds from OnEnable, and stores sounds in a dict (gender as the key). Added FindUnitSound method to retrieve sound using ender and sound type as above.
Units now play sounds when seleced, deslected and given orders/succesfully subscribed to an SO by the player
-FOV
-some little debuglines display FOV cause the fancy handles sounded complicated.
-Added a UnitsManager based on AgentManager
-Added a Tick to Units
-And a new layer 'Senses'
-little guys now 'perceive' units around them and know which one they can see (just a straight raycast currently, fov incoming)