199,294 Commits over 4,140 Days - 2.01cph!
Added scenes/dev/greybox and a little hack: Scene has a "isDebug" flag on it, if ticked the game will not load the ocean, and weather will be disabled by default
Don't show the game over screen when running a debug scene
Fixed broken alpha test on terrain affecting caves
Fixed a multiplayer issue with CTriggerCamera
Automated Linux Build #191
Automated Windows Build #191
Refactored racket stuff. Mavis and cowboy have their own racket scripts
Added event to serve
Automated Linux DS Build #191
-removed debugging message
Value noise decor placement parameters are now exposed in the inspector
Tweaked distribution of rocks and bushes
Fixed standard blend layer shader bugs in lower LODs
More flexibility in shader framework
- Increased number of loot crates per room
- Loot crates have less chance of dropping ammo
Added InCombat bool param to base animal anim controller and human controller
Renamed "ow" anim state to "hit", removed EnableRagdoll behaviour
Fixed issue with BehaviourChain not completing properly
Fixed flee destination calc being stupid
Disabled ragdoll behaviour on animators entirely
Elvis - Smash main update, added smash body & stretch
Elvis - Smash main update, added smash body & stretch source
Fixed floor grill thinking it was a door
updated phrases
- Rooms can now specify a random range for how many weapon drops to assign to it's enemies
- All invidivudal enemies have had chance to spawn weapons set to 0
- Lowered crates chance of weapon spawning
optimized bear model LODs
Unit death changes, added anim bool and secondary state blah blah blah
- Made a new random AI movement component. % chance to move towards player, else move in a random direction, every x-x seconds
- Applied new movement to spikeys
- Added an alarm sound effect when low on portal energy
- Removed RoomF from factory tileset as it's knackering everything up
- Spawned spikeys also have the new movement behaviour
Fixed low res terrain rocks
Removed shader warmup (linux crash bug)
- Mortar launcher now ensures mortat target positions are within the level area.
Fixed speedtree shader compilation errors in dx9
Fixed potential shader issues in obscure configurations
Ignore "Coroutine continue failure" errors
plaster_a generic textures
More standard shader compilation polish
ADS much better. Sway pivot...
Added atmospheric music 22
FOR FUCK SAKE playership prefab, animation controler / setup the player with the animation and set it up so it doesn't look damaged
FOR FUCK SAKE playership anim
FOR FUCK SAKE playership texture/material
!A cockpit animation controller+anim
!A playership anim
created shadow mesh for ww
working on new meshes for dojo
Updated cowboy HUD anim controller with correct face anims