249,347 Commits over 3,959 Days - 2.62cph!
Added Camera Path to the test scene
Started audio overhaul, added ability for sounds to loop.
added more floating on off signs and added light flicker shader
First pass at revolver sounds
turned off the base 'Overlay' layer when a player equips a weapon cuz it was redundant and it causing some glithces in blending.
fixed spear poking animation so it doesnt look ridiculous when stabbing a rock and having the spear pull out.
LootSpawn generation from existing items
Blueprint icon hack
Blueprint learning
Stopped time resetting to current server time
Animals now all drop wolf meat.
Reduced animal acceleration.
Hard code decider intensities. Reduced calories burned each day by herbivores.
[block_party] spike balance tweak
Fixed NPC diet initialization.
Animals can now forage for food.
- Fixed Entity:SetMaterial/SetSubMaterial not working on materials that haven't been precached yet
- More OSX FreeType rendering adjustments
Dropping rocks now cause knockback
Fixed not being able to pick up dropped items
[block_party] sfx and music
- Fixed StartupUI timing issue.
- Fixed NRE in ZoneBiome
Restoring Scripts/Editor/World stuf that plastic didn't like
3rd person fist fighting animations done.
Added working files for sedimentary rocks
- WorldManager refactor.
- Zones now managed by WorldManager, zone loading storage added to GameManager.
- Laying groundwork for Biome driven animal spawning.
- Added some basic transitions to UI
- Exposting AudioMixer params to UI for music control over game startup and management
fixed melee regression (much easier to hit things again now)
Updated Ape match win anim
Added player persistant data
Blueprints restricted to player's unlock list
added floating stop sign that turns off and on
Slight screen reflection tweak to make them more subtle.
Games can now be loaded from scripts in the `Arcade` Unity project.
Fixed a possible NullReferenceException on highscore stages.
Finished replacing the sprite offset system.
Replaced all occurrences of `Entity.SetSpriteOffset` and `Entity.GetSpriteOffset` in all games with `Sprite.Position`.
Removed `Entity.GetSpriteOffset` and `Entity.SetSpriteOffset`, now using `Sprite.Position` as offset relative to parent entity positions.
Added minor sway when in ADS
[racer] Added a demo to play during the intro sequence.