249,154 Commits over 3,959 Days - 2.62cph!
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Removed art database from main repository
-merged with main
-fixed bug with focus point of camera rising
-consequently tried to fix, again, camera dropping jerkily from atop hills. Sort of succeded for most cases.
Add/Move/Deletes that I missed
Basic Item consumption now works.
ModifyAttribute supports Consumable derived "settings"
Added PickUpItem and ConsumeItem actions
Lion-El run north east & north west anims
- New files I forgot to commit in the commit 5 seconds ago
- Reworked LootDrop into LootDrop and LootTable so enemies can have specific loot tables as well as area specific loot tables, as well as random loot.
- Reworked some level select items
- Level work
upgraded to new shaderforge
created additional swamp buildings for swamp scene
added lantern and set up lantern shader
tweaked court plant and court plane fringe to try to fix lighting issue
Subscriber stuff. Packets aren't getting sent :(
Submitting changed items for repository change.
Added smartobject_test scene assets
Action refactor v1
ActionChains now have a single execution method in Run()
Action has mehods for Start, Run and End
Refactored all existing Actions
Moved hit power / hit boost / hit time params into config. Now each character can have different powered hits
- Changed the way weapon items work
- Weapon loot stats are now randomised and based on item level
- LootDrop now has a chance to drop the reworked Weapon item
Sorted out most of the subscriber system.
* GitSync
* Fix default crouched hull height
* Reverted changes to Entity.SequenceDuration
* GMPublish: Clean up quota before updating/creating an addon, don't delete files from quota as soon as finishing updating
* GitSync
* Fixed a crash issue with npc_turret_floor
* Removed CNavArea.GetAdjacentAreaAtSide
* Added Warning()s to net.Send & net.SendOmit
* Entity.SetBonePosition's first argument is now not optional
* Last 5 arguments of EmitSentence & EmitSound globals are now optional
Handle server is full properly
Shader variant updates
Consolidated shoreline wetness into terrain layer and improved material params; edited defaults
Fixed issues across multiple water instances; fixed some bugs as well
Cleaned up shaders; fixed all remaining water rendering issues, except for SSAO on top of water
Added WaterLevel scene
Updated icons. Made item container panels display in the right order.
Updated Jetpack effect, need to link to anim event
Fixes for input manager
made swamp court much smaller and confined so the player always sees the outside environment. repositioned trees, plants and buildings to fit new size.
Positioned rib cage in centre and animated court to move inside of confined ribcage.
Tweaked environment so it doesn't clip camera during gameplay.
Added lights for ribcage lights (not modelled yet)
Still have problem with court and court fringe materials not lighting properly, need to investigate
-merged with main
-influence maps are now threaded, albeit still solid circles. Radiuses shall be in game units, and currenty there's no support for the 'influence' variable (but only for the radius)
Fixed stacking bug where couldn't stack if container was full but item not fully stacked.