253,045 Commits over 3,990 Days - 2.64cph!
Added TENN win / lose anim controller and updated prefab
Base Item stuff mostly done.
FOR FUCK SAKE rework the edge filter, effect is now per material rather than layer based
FOR FUCK SAKE tweaked the main shader to work with all the image effect filters
!A highlight effect (per material)
- More building shader tweaks
- Cliff prefab cleanup (moved most components to the root)
- Some NRE fixes in TerrainWeatherObject and TerrainBlendObject
- Moving Editor scripts to /Editor folders in their respective/related script folders
Rexported all building assets because Unity is a prick (╯°□°)╯︵ ┻━┻
Moving building assets around
- Cleaning up Content/Buildings assets, re-exported everything to use new material setup.
- Added Before/Building shader
- Nuked some un-used/old utility scripts
All assets now use a single multi-material
- Deleted some old un-used ThirdParty stuff
- Added Custom Handles third party plugin, fixed an error in it's code related to API changes in the 5.1 beta
Build bundles as part of the build process
Fixes
Create bundles as part of the build process
Resources folder rename
Renamed a bunch of folders called Resources that shouldn't have been
Moved language folder
Resources folder rename
Renamed a bunch of folders called Resources that shouldn't have been
Moved language folder
Resources folder rename
Renamed a bunch of folders called Resources that shouldn't have been
Moved language folder
3rd person animations for the SMG ( idle / jogging )
- Fleshing out the Building stuff, adding BuildingView and view handling to Building.
- Fixed some issues with prefab creation through the BeforeEditor Buldings tab.
- Added support for multiple BuildingView prefabs for each Building.
- BuildingView skin handling stuff
- Refactored PlayerBuildingControls to work with the new Building asset setup. Currently loads all BuildingAsset files on load
Buildings max file cleanup, added a base to hut1
rpg 4, fbx + prefab + textures + Material + lods
Changed beancan unpredictability to be more event based than random
70% chance beancan is predictable with a 3.5-4 second fuse
15% chance to explode very shortly after throwing
15% chance for extra long fuse
25% chance for dud
50% chance dud re-ignites when picked up
firearms lose less condition per shot
pretty hacky (but hey, it's just debug purposes) way to facilitate testing and working on, different types of camera. You can now chose a cameraType on the player, that will cause the camera to use different late_update /zooming systems, so you can switch the camera without copypasting in files, and whilst flying around.
added proper icons for beancan & smg
added light to beancan grenade fuse
simple name change for ZoneResources to ResourcesManager, in Before and GSD