199,488 Commits over 4,140 Days - 2.01cph!
AnimationTester script can drive motion, resets to original position on idle
NPC can now form groups.
Contests are now a group mechanic.
Fixed clothes not animating in PlayerModel.unity
Send player's belt inventory correctly
No active weapon when sleeping
Cleaned up how NPC join and leave groups.
Fixed contest advance and retreat ranges.
made improvements to the third person rifle animations.
Refactored spatial hash implementation. Looking at possible road implementation changes.
made the ak47 prefab use the "smg" 3rd person player animations.
NPC attacks now align to target more quickly.
adjusted the pipe shotgun deploy so it's as quick as the other firearms.
First pass at waterpipe shotgun sounds
Refactoring, deleting old code.
[racer] Generated tracks no longer have impossible hairpin seams due to non-integer noise octave frequencies.
Include build time in error reports
Fixed active weapon not always updating properly
Updates to dive anim source files ( less x trans after hitting the ball)
Updated water to latest version
Added separate pass for beneath the water surface
Anim viewer reports distance moved in animation
Fixed player belt inventory not really sending in snapshots
Fixed torch flicking on for a second when swapped to
Refactored shot table - now has a character config
Made terrain config get stored in an asset to be reused in all scenes
Added a build script `build.sh` that can accept either a project name or source file name as input. When given a source file name, it will build only the project the source file is included in.
[racer] Car property tweaks, camera is now centered a bit in front of the car.
Editor hooks defined within GameAPI.Unity.Editor.dll should now be invoked correctly.
Refactored MinHeap in PathFinder and SpanningTree to generic IntrusiveMinHeap
Added IntrusiveLinkedList, implemented by PathFinder.Node
Merged changes from main.
added yellow minecart models to unity scene, added amplify colour script to camera
[racer] Added a basic computer controlled car.
Player can now race the computer opponent.
added amplify color lut preset to wildwest textures folder and applied to camera script
Commented basic NPC and AI classes.
Adding today's progress (stonewall_a)
More core manager refactoring.
- Wrote new GameManager with game startup, UI management and scene loading
- Cleaned up startup_scene, ensuring all GUI canvas elements are set up consistently, now using global Canvas Scaler
- Fixed scene list not loading in standalone build
- Nuked some more old crap
Removed AmplifyMotion native-to-managed fallback warming
Added exception guards to pvt table add and remove to avoid crash and display more info via warning
Animals now have a weighted spawn chance.
Removed a stray debug log.