239,687 Commits over 3,837 Days - 2.60cph!
- Weapon names now appear above weapon pickups when in range to collect
Fixed a few bugs with server NRE + group change bugs.
Metas, removed EGL from ReorderableListDrawer
-camera bugfixes + some commenting
Vis.Colliders is allocation-free and supports collider subclasses as the generic type
- Level progress bar work
New types to files, comments, comments everywhere
Fixed all the data I broke, ActionChain loops through all actions on break and executes any marked ExecuteOnBreak by their wrapper
Fixed potential signage NRE when database was deleted
ActionSettingsWrapper / break execution WIP refactor
- Rooms are now assigned invididual time allowances and when the level is generated, the total time allowed is calculated
- Set some initial time values
Native updates, Protocol++
Cowboy - character selection update
Smash main update, smash body & stretch WIP
added gravity, removed sub-d modifier
Concrete trim textures
Brick wall b textures
baby "item" attached to back slot
- Added a portal energy timer which counts down, gameover if it reaches 0 and the level exit portal closes before you reach it
- "Cash" from dead enemies now replenishes portal energy
- Room tweaks
If we detect a crash on startup, mark steam content as corrupt
new birds
new human child
latest unit assets
setup to spawn in biome and move files around folders(a folder is like a filing cabinet on your compute, you put stuff in it)
Roof conditional model adjustments
Don't need to copy pdbs now we have a symbol server
Cowboy - character selected anim
merge from branch I accidently made
birds; sparrow, crow and gull prefabs and flocks setup.
also made a low detail bird model that can be swapped to test with if we feel performance on big flocks is to much of a hit
Fixed "no configurations" error