199,425 Commits over 4,140 Days - 2.01cph!
* GitSync
* Fix default crouched hull height
* Reverted changes to Entity.SequenceDuration
* GMPublish: Clean up quota before updating/creating an addon, don't delete files from quota as soon as finishing updating
Sorted out most of the subscriber system.
- Changed the way weapon items work
- Weapon loot stats are now randomised and based on item level
- LootDrop now has a chance to drop the reworked Weapon item
Moved hit power / hit boost / hit time params into config. Now each character can have different powered hits
Action refactor v1
ActionChains now have a single execution method in Run()
Action has mehods for Start, Run and End
Refactored all existing Actions
Added smartobject_test scene assets
Submitting changed items for repository change.
Subscriber stuff. Packets aren't getting sent :(
upgraded to new shaderforge
created additional swamp buildings for swamp scene
added lantern and set up lantern shader
tweaked court plant and court plane fringe to try to fix lighting issue
- Reworked LootDrop into LootDrop and LootTable so enemies can have specific loot tables as well as area specific loot tables, as well as random loot.
- Reworked some level select items
- Level work
- New files I forgot to commit in the commit 5 seconds ago
Lion-El run north east & north west anims
Basic Item consumption now works.
ModifyAttribute supports Consumable derived "settings"
Added PickUpItem and ConsumeItem actions
Add/Move/Deletes that I missed
-merged with main
-fixed bug with focus point of camera rising
-consequently tried to fix, again, camera dropping jerkily from atop hills. Sort of succeded for most cases.
Removed art database from main repository
▅ ▉▋▇▄▅▄▌▇ ▌▄█▊▆▌█▄▌▉ ▅▌▉▋▅▄
Editor item creation tool
Added wolf headdress model, textures, etc.
portable electrical generator model + materials.
A bunch of new ambient stings
Fixed deployable guide missing some of the mesh
Added deployable distance to Construction component for helk
- Added standard loottable to area 1 enemy prefabs
- Elite enemies now access loottable instead of the old method
- Lowered default loot table values
- Checked in area work from other day
Added a few utility funcs to native texture api code
Added native FFT code for water simulation; added btf opts
- Loot now spawns with a slight delay between each item dropped and scales in
- Loot names are no longer parented to the item and items no longer rotate
- More LootDrop changes