200,006 Commits over 4,140 Days - 2.01cph!
Fixed project dependencies by correcting a bug with premake.
More work on cleanup. UIManager can now expose InModalState, which in turn PlayerController enables when opening the radiual menu, thus preventing the Camera Controller to receive input. Might be we'll want the Camera Controller to control itself what is enabled and disabled when UI is in modal state, but at least this is a first step.
Locally pausing games when the player requests to stop playing before waiting for server confirmation, this is so the local pause screen matches the last frame sent to the server.
Locally pausing games when the player requests to stop playing before waiting for server confirmation, this is so the local pause screen matches the last frame sent to the server.
Camera Controller now choose itself what to disable when UI is in Modal state. Thus we now smoothly ease to a stop when the radial menu pops up while we were moving, for instance.
vm melee hit anim updates
Clamping arcs at intersections now! Need to work out the case when an arc is equal to a line.
It now also works when Arcs need reversing as well. At some point I really need to re write the arc class
Added additional directional head flinch
Started work on a new approach to bindings generation.
Started work on a new approach to bindings generation.
Upgraded project to U5, let's hope this works.
Upgraded project to U5, let's hope this works.
made some tweaks to several of the view model animations to fix some of the clipping on the arms.
special fx events for the salvaged_axe
salvaged axe prefab; tweaked various settings on some other view model prefabs
sound effects for the salvaged_axe; added some weapon specific hit effects for the hatchet / stone_hatchet / pickaxe
Property generation for interfaces implemented.
Property generation for interfaces implemented.
Added support for Arcs that could be lines.
Biome-specific grass textures for Andre.
Automatically generated bindings are now functioning in Unity.
Automatically generated bindings are now functioning in Unity.
Removed Unity DLL files from source control.
Removed Unity DLL files from source control.
Premake script now requests the location of unity assemblies when first executed.
Premake script now requests the location of unity assemblies when first executed.
Experimental lua support, not quite working.
Experimental lua support, not quite working.
nullified the weapon bob when the player is aiming down the sights
mecanim behaviour script that will handle alternate animations to be played for the attack
adjusted attck animations of all view models so it lands in the center of screen. set up the alternate attacks for the boneknife, and salvaged_axe
changed the pickaxe hit sound so it's synched better with the animation
[memory_dungeon] more refactoring
[memory_dungeon] more refactoring
[memory_dungeon] card factory, card event callbacks
[memory_dungeon] card factory, card event callbacks
[memory_dungeon] moved some stuff out of GameStage into a Player class
[memory_dungeon] moved some stuff out of GameStage into a Player class
Fiddled around a bit with batching settings, but to no avail. Looks like it's broken in b4 :-/
If a file is given to the premake script as the location of Unity at first execution, that file's directory is now used.
If a file is given to the premake script as the location of Unity at first execution, that file's directory is now used.
Premake script now should use the correct search path for unity DLLs on mac.