193,450 Commits over 4,079 Days - 1.98cph!
Forget next plan if we set a new current plan. Let the past be the past...
Deleted all old StatSettings assets
updated camera and moved the scene to gamma
Refactoring more Behaviour chaining and execution stuff
Added FootTypes filtering to various data types
Added MakePregnant action
Cleaned up Unit+Family
HarvestResource now has various modes to chose from and can be used in Abilities
Updated bug reporter dialog
Can now change resolution in game
Updated eclipse controller - Starts eclipse at 30 secs, ends after 10
Quick nasty fix for AI Smash
Asset save + debub removal
Refactored a lot of the behaviour/action/chain break and completion behaviour to be a little more reliable
All movement related actions replaced with new SetDestination action
Build item icons to correct folder (!)
WIP Action/Movement callback refactor
First pass on breeding. Not 100% working yet, but really close.
improved the bear rigging/skin weighting (it deforms a bit better now when going into ragdoll)
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Automated Linux DS Build #176
Automated Windows Build #176
Automated Linux Build #176
More friendly Steam API failure error messages
Closer to being unsucked.
- Increased size of glue projectile and decreased it's speed
- Enemies can now only use their shield ability twice
- Enemies now only use their abilities when they're aware of the player
- Locked off all mission except one
- Made mission level flow linear
- Added enemies back to minimap
- Reduced health of bouncers
- Doubled M/K camera look ahead distance
Mavis - smash body & stretch anims + clips ( wip)
Cowboy - smash
- Troubleshooter updated for feedback build
Cowboy - smash update, character selected WIP
Mavis - Smash body & stretch WIP
- Mission lenghts/rewards stuff
Fixing a group switch bug.
re-exported all ww meshes, set unity to make uv channels for meshes and baked out lightmap. added meshes to court end scripts so they get culled
- Moved boss mission to 4th mission
- Removed boss text from mission screeen
FOR FUCK SAKE player weapon source
FOR FUCK SAKE speeditem prefab
!A WIP speeditem model/texture/mat
- Your round uses pipes dungeon flow
scaledown m4 viewmodel
character rigged
Hopefully fixing item eligability failures in EntityCondition
Bear hat no longers gives a huge debuff to AttackSpeed
Optimized the double buffering a bit.
Killed debug log in DecisionPlan.TickMomentum
- Mission stuff
- RadiusBlast now does direct hit damage to large collider objects
Added TakeFromResource action and support for taking a single item in Resource
Added public method for forcibly add a SmartObject to a Unit's known/percieved smartobject arrays
Fixed EntityCondition.ItemFilter not checking for IsWeapon
Concrete wall fence textures and material
Locked off characters for now