249,447 Commits over 3,959 Days - 2.63cph!
- Made enemy SOs for area1 types
- Enemy pack test for Area1 enemies
Set of large industrial props greybox'd
Removed some legacy network stuff
Added VS
Modified shot selector to handle shots within hit range but require a run
animation clip effect paths
- Pack SOs now specify min/max spawn "costs"
- Enemies are now spawned randomly within spawn location radius
- Fixed bug causing spawned enemies to reset to Vector3.zero
More batched collider reverse lookup stuff
Standalone concrete barricade prefab.
Tree mat improvements. Island wip.
Exposed more weapon stats
Fixed realm compile errors
Removed cl_children (they're all just children)
Weapon mods can change some weapon stats
Powerplant scene update
Metal ladders greybox set
Some missing files
- Added a MissionEmemySpawner that uses the Mission and enemypack definitions to spawn enemies
- More MissionBuilder work
Removed collision from court prefab - now uses per scene collision
Deuce mode WIP
removed mesh collider from glass
added cloud city hole collision
StatCollection.Human, StatCollection.Animal
Fixed potential NRE in Agent.InitializeStats()
Effects are bundled automatically, labelled automatically
Viewmodel animation effects state an effect name only, component defines the folder path
made wild west court area larger to fit same size as test court