200,001 Commits over 4,140 Days - 2.01cph!
1st iteration of opening theme music added
Added 3 new senses stats and tidied up stats import a little.
was crashing when launching for some reason, deleting saved folder fixed it
FOR FUCK SAKE pipe gate collision
animated collision mesh for selection test on building tent animalskin with meshname selection_collision
Player interaction now only raycasts to the Interactable layer
EntityView and derived types handle auto-generation of interactable triggers (with the exception of buildings)
Combat, Projectile and ActionChain event cleanup
Speedtree reimport
Started new mission
Fixed server time
rebuilt animal skin view prefab
Recreated all the prefabs in the world apparently
UnitView auto capsule collider gen
Player interactable mask fix
Stop UnitVIew disabling root collider in SleepRagdoll
ItemView interactable trigger gets x 1.25 size
Fixing decor foliage prefabs having navmesh obstacbles and no BMO component
Automated Linux Build #11
Automated Windows Build #11
Automated Linux DS Build #11
Added utility to update all building definitions.
Fixed by UNITY_EDITOR ifdef
FOR FUCK SAKE set pipe gate collider as convex
FOR FUCK SAKE wip glass for pipe entrance
Fixed car spawns and materials.
Reverted rust/std transmission changes
added knife item and temp knife icon
knife.asset has changed, must have not got all data saved before checking in last checkin
added unitdeadstate to dying as a quick way to make it bypass the dying anim, I didnt want to remove it as it would break the links in all the override controllers and may add back in later
Added some senses related stuff to certain effects.
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- Added remaining charges display to ability buttons
Tree stump materials didn't have horizont occlusion
Moving all EntityView Interactable collider setup to editor side view creation utility classes (now static, moved out of EnitySettingsEditor types)
Adding forest clutter: dead tree logs models/lods/prefabs
Update view origin, angles and directions for all views - fixes sprites not facing the correct direction in mirrors/water reflection
Automated Linux Build #361
Misc editor refactoring. EntityViewEditor parity with some debug tools display
Automated Windows Build #361
Touched water shaders to fix out-of-date staging
Automated Linux DS Build #361
- Added WallHit delegate to BaseProjectile
- Buzzsaw now starts returning when it hits a wall
- Bit of BaseProjectile cleanup. If anything goes wrong it's probably this commit.
- Barrier/barricade ability now allows the player's projectiles to pass through