199,294 Commits over 4,140 Days - 2.01cph!
powerplant update/backup
ready to place prefabs
folders refactoring
trainyard/canyon/watertreatmentplant/tunnels update/backup
ready to place prefabs
more folder refactoring
Owl controller has smash blends
Unit reproduction code split to partial
UnitCollection draft impl
Moved fields out of PlayerCamera+Input, exposed double click delay time in params
Updated all species unit collection params data
Updated Owl controller - now has multi height smash and can transition from hit to run
- Quick leaderboard testing class
Remove dead units from UnitCollections
Started adding mouse driven front end
Added target tracking to Unit+Combat, InCombat UnitFlag and some other combat related tweaks
Fixed entity vis query ignoring entities with triggers as colliders
Added UnitIsTargettingMeCondition (ew)
Updated ThreatLevelConsideration to pull data from senses
Renamed optiosn class partial
Fixed double click delay being too small
Added AntiAliasing GraphicsOption
Added draft protection/fight back goals data
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Updated physics layer collision matrix to reduce UnitCollection trigger overhead
Fuck off SSAA you break everything
Lets use Unity's shitty cursor rendering
Campfire update
Cursor source psds
ItemManager pooling/cache
Fog tweaks
FOR FUCK SAKE tweak throw animations
Fixing issues with item pool and resource item dispense
- Reduced length of first level
- Increased size + colour of ammo drops
- Ammo and weapons now correctly save and load across levels
Just adding sanity checks to graphics options. No guarantees code-side.
Made changes to atmospheric pieces 1-5
Mavis - fixed issues with smash anims
Mavis - smash anim updates
Elvis - forehand dive update
- Ammo from weapon drops is now autocollected when in range, without needing to pickup the weapon
- Reduced ammo from weapon drops to 100 from 150
Next Goal Plan Variant as part of Debug Inspector.