199,294 Commits over 4,140 Days - 2.01cph!
Added remaining characters to select
re-exported high and low shadowmeshes with backs on, and added higher poly wire as the old one had artefacts
added shadowmeshes to ww scene, changed quality settings to high
New feedback buttons, new menu mockup, new font to try out.
- Switched weapon pickup and weapon swap button bindings on gamepad
- Spikeys now have less chance to move towards the player each new movement direction tick
-camera target doesn't go underground when zooming in at low fps anymore.
-fixed condition template
Sway is much better, now rotates around a set pivot.
Clients prioritise mounting of the game that the current map belongs to
Automated Linux Build #192
FOR FUCK SAKE rebuilt playership prefab
FOR FUCK SAKE cockpit animation controller with hit state
!A cockpit hit anim
Automated Windows Build #192
Automated Linux DS Build #192
Updated LionEL controller - copied Igor shot stats and implemented new smash
FOR FUCK SAKE rebuilt player prefab
FOR FUCK SAKE update weapon switch anim for the new rig
FOR FUCK SAKE player anim controller with the weapon switch anim
- Item definitions now have an unlock level
- Added simple ItemDatabase that can return random weapons/items of upto specified unlock level
- Weapon drops now use the ItemDatabase to get an unlocked weapon
Sorting out instances for walls/rubble piles in powerplant
Fences and Walls models, LODs, Collisions
Ready to place prefabs, folders refactor
These mats shouldn't be pink.
Going home. More hacky VM shit.
Elvis - Forehand dive source update ( to use same system as other characters )
Fixed runtime shader errors causing invisible objects on Linux (legacy opengl)
updated the scale of all 3 viewmodels ( m4 / mac10 / pistol )
updated the scale of all 3 viewmodels ( m4 / mac10 / pistol ) pt2
Unit+Family becomes Unit+Relationships, groundwork for more detailed data
PFX folder stuff.
Scene file.
- Fixed some problems with detecting correct exit door. All rooms should started locked properly now and only the exit door opens when room is cleared, not all doors.
- Reduced speed of spikeys
- Increased size of all enemies
Prioritise GMA contents over stock VPKs (whoops)
Automated Linux Build #193
Automated Windows Build #193
added ADS animations for the viewmodels
forgot to commit these materials
- Increased player acceleration from 1800 to 4000 (*****THIS'LL BE A MANUAL MERGE CONFLICT LATER*****)
- Increased size of enemy mini map markers
- Reduced spawn budget for smallest rooms
Automated Linux DS Build #193
- Slowed down glue projectiles
- Fixed gamepad button display text for pickup weapon
Special meter sounds
Ingame text notification sounds ("great serve", etc)
Footsteps, bodyfalls, and racket sounds for Igor
Wing flap sounds for Owl
Improved footscuff sounds
- Weapon switch ability button now shows the correct button text when using gamepad
- Fixed bug with level generation when restarting