200,008 Commits over 4,140 Days - 2.01cph!
- More Active entity reworking
Fix for Rust-121 - Amored doors have an additional offset
- EntityAnimation can now set all it's BaseEntities to not active on start
- Renamed BuzzSaw script and Buzz Saw now uses only active entitites as targets, and gets the list once at launch
foundation.steps twig conversion update
Unlocked Owl, Added serve and serve walk
Stopped selling/spawning limited halloween items
Removed half-height proper
Reverted tick linker changes from previous changeset
Update Amplify
Fixed multiple snow jackets instead of using skins
foundation.steps wood conversion update
- Boomerang now flies in the aiming direction, and bounces between anything in-range, checking the dot product of first enemy hit to make sure aiming still matters (it won't fly off in the opposite direction of aiming, even if there's something closer there)
Snow jacket icons, loot tables, steaminv schema
Updated ColorfulFX, Candellight, Shaderforge, Scion PP
Updates to Owl source anims
Moving some source files from /Assets/
Undoing unnecessary wip stuff
Added owl run cycle to controller
Organisation commit 1/134
foundation.steps stone conversion update
- Added AggroUtils static class
- When an enemy is near to/shot by the player, anything in a radius is auto aggrod. (800 range atm)
Placed AM before Scion; disabled AC's tonemapping and exposure (both controlled by Scion)
- Removed debug forced mission in Factory1
Organisation commit 2/134
added new lava_court style collision to all existing courts
added new lava_court style collision to all existing courts
foundation.steps metal conversion update
Removed randomisation of attributes on init
Scion tweaks, PlayerCamera sets it's target transform as Scion's DOF target
Updated Owl character select camera prefab
- Increased chance of enemies having special abilitites from 10 -> 20 percent
- Upto 3 random enemy abilities are now picked per mission (there's only 2 ingame at the moment though!)
- Fixed bug with enemies not healing properly
- BaseEntities now have an Invulnerable flag
- Changed the way enemy shield ability works, it now applies Invulnerable flag instead of using a collision blocker as the shield
- Added function to EnemyAbilityManager to return the names of all chosen abilities
- Mission generation screen now shows the names of the randomly chosen enemy abilities for the mission
Biome tweaks, camera tweaks
Organisation commit 3/134
- Enemies no longer drop the old, unused items
- Enemies with healing ability no longer target themselves
- Boomerang glitch fix
foundation.steps toptier conversion update
- more code purge / cleanup