200,001 Commits over 4,140 Days - 2.01cph!
Added case insensitive String.Compare extension method
Did Tools -> Update Prefab Names
Eoka pistol now working in 3rd person
Reduced footstep sound volume
Reduced door close/open sound volume
Restored campfire sound
Wolf walk and run anims (first draft)
Updated Wolf and anims (idle, sit, walk, run)
remaining icepick animations; sound files for the icepick
Mammoth rig tweaks and rear up death anim
Initial ragdoll tests on Mammoth and Wolf. Mammoth animations (death, walk, idle). Added subfolders for Unit Views.
hide cursor while in a game
hide cursor while in a game
tweaked the 3rd person melee attack animation (the speed should match the vm_ and it also is aimed more towards the center now )
fixed a small bug on the player anim controller
Don't unparent sleepers from cargo ship
[ultimate_soldier] muzzle flashes
[ultimate_soldier] muzzle flashes
fixed some clipping for some of the vm_ models
adjusted the positioning on some vm_ prefabs to fix some clipping issues
Added StateMachineBehavior for animation randomisation. Sends random numbers to a blendtree based on the number of animations available (currently entered by hand, but will make it automagic)
More Wolf and Mammoth updates
[ultimate_soldier] enemy death anim
[ultimate_soldier] enemy death anim
Started on new Group Controller implementation based on the new Unit/Group Settings implementations.
Spawning of viewPrefab from the HumanUnitSettings now works through the HumanTribeGroupController, but for some strange reason, I can't drag UnitViews onto Gender specific View Prefabs...?
updated player rock attack source file
More fixes to group spawning. Not quite there yet, but getting there.
Fixed file.Find returning non Lua files in the directories table when used with the LUA path
file.Delete can now delete empty directories
The JS bindings for Stage.Add should now accept both sprites and entities. Otherwise if a basic object is used it is converted to be an entity.
The JS bindings for Stage.Add should now accept both sprites and entities. Otherwise if a basic object is used it is converted to be an entity.
Tweaked quality settings
Tweaked LODs on player models
[ultimate_soldier] enemies shoot, bunch of tweaks
[ultimate_soldier] enemies shoot, bunch of tweaks
Merge branch 'master' of github.com:Facepunch/arcade