200,697 Commits over 4,171 Days - 2.00cph!
Change material on Igor char select
looped breathe
added animation switch
Added death anims to controllers Mavis/Igor
smoke grenade fbx + lod +prefab + materials + textures
added swamp_plants_diffuse_1, creating alpha texture
Made singleton class more robust (handle pre-init access)
Mavis selection screen idle
Started moving away from enums.
- Attribute Type removed and replaced with ScriptableObjectExt "Hashed Id" and AttributeSettings as parameters.
-merged from SOv3 so we're not all working on the same branch
Fixed flag being blurry
Fixed message spam when using hammer
Fixed message spam in inventory
Distribute textures in seperate, smaller asset bundles
Can now get in and properly drive vehicles.
fixing rotations and scales of rpg fbx's
Updated char select prefabs with position script
Added concrete barricade
Added stone barricade
Added sandbag barricade
Added floor spikes
Added fast LOD component for static objects (using the LOD grid)
textured up swamp plants alpha and combined in to proper meshes
added swamp plants to unity and set up materials
Added layer and light for frontend
Adjusted right hand position for player
Abstract settings clases now implement IComparable for selection in BeforeEditor tabs (Actions/Conditions/Triggers)
Collision added to test court
Fixed position script
Cleaning up tabs a bit, fixed NRE when getting derived types
-First pass at making SOs understand Resources.
Fixed server not saving stats properly
In editor etc, show english until phrases generated
- BeforeEditor.SelectAsset() now adds all SerializedProperties to the dict.
- Addition Condition type AttributeCondition
Optimized LOD grid performance
Optimized LOD object memory usage
Create form tweaksn and attribute field name fix
Fixed highest LOD not triggering sometimes
LOD grid default parameter value tweak
Removed enum types from SOv3.
Re-orderable list groundwork
Merge from SOv3 parent
Converted rocks in procedural map to use the LOD grid (less memory, better performance)
Disabled per-layer culling on the camera
ReorderableList stuff for IncentiveSettings
fixed the scale/rotation of the various RPG types on the viewmodel