248,677 Commits over 3,928 Days - 2.64cph!
Updating stable branch to latest
Added .live-archive to ignore.conf
Refactored `GameAPI.Demo` to work with the new graphics and audio serialization scheme.
Fixed bolt rifle doing shitty damage
Updated sand texture to latest version
Updated snow texture to latest version
Updated path texture placeholder to different placeholder (from main/roads)
Fixed stone half-height block skin being offset by 4 meters vertically
Updating stable branch to latest
Fixed c4 blowing up triggers (like the radius of the cupboard tool)
- Sub levels can now be completely disabled/enabled in the main scene when switching areas
- Changed hierachy structure of 1-1 to support this.
- Spawners now set their spawned entities as children so that they're handled when changing areas too
allow disabling of nametags
- Move graphics settings to their own component on GameManager
- Graphics options screen now references the new GraphicsSettings component
Fixed static decor placement ignoring decor parameters and terrain anchors
- Added new AreaMonster scene to Scenes/Levels/Monster
- Added Monster test level to travel menu
- Removed some old utility scripts
- Moved all image effects to the new C# versions
Adding new standard image effects
Added some anims.
Set up player anims.
Added some of the new player system.
Hitbox system.
- Moved common items out of old UI screens and into the new root UI screen
- Aligned screens when scrolling through the root tabs
Fixed NRE when building player corpse clothes
Fixed not being able to use later slots 7+ in large storage box
[zombies] hud refreshes when a selected soldier is killed
[zombies] highlight gun selected soldier is planning to pick up
[zombies] can order soldiers to pick up guns
fixed the 3rd person muzzle flash position for a bunch of weapons
[zombies] label when hovering over gun
alternate skin for the horse
[zombies] guns on ground are highlighted when hovered over
player corpses now show their clothing
- Pressing D-pad Down now brings up the new root UI and activates the first screen, instead of just the character screen
- Screens can be scrolled through using LB/RB
- Removed the character screen gamestate and replaced it with a generic UI state
- Ship controls are now ignored during this new UI state, so the ship doesn't fly around when navigating menus :)
- UI screens now share a common base screen class for hiding/showing etc
- Started docking UI screens to a parent screen so they can be switched between from parent screen
Updating stable branch to latest
Fixed projectile firing exceptions
Fixed wrong shader assigned to testlevel
Merging entity refactor to main
Updating stable branch to latest
Strip comment components out of release builds
Fixed shotgun viewmodel casting shadows
Fixed viewmodel becoming disembodied
Added a bunch of asserts and warnings
Network protocol++
[zombies] hud shows ammo count
- Updated Behave to latest version.
- Added external project GameSaveData using protobuf-net for game persistence state definition.
- Added external project GameDataSerialization for AOT support (iOS requirement) in game persistence.
- Added Persistence Manager and ProtoLoader which sets the base for the persistence system.
- Added core persistence states of Manager
- Added core persistence states of GameManager.
- Added core persistence states of World, WorldZones, WorldWeather and WorldOcean.
- Added core persistence states of Zone, ZoneEcology and ZoneSeasons.
- Added core persistence states of Group.
- Integrated persistence management with the Main Menu.
- Disable Load button when save state is not existing.
- Fallback to loading back up the Main Menu when loading fails, gracefully.
- Added timeout on load of the game world, if the world doesn't get ready within an acceptable time limit (which it always does now on load due to remaining implementation requirements).
- Default fly height for floor sections is now 5
- Added another test structure mesh
Small fix for projectile weapons not doing proper damage
stone spear uses wooden spear as a base