256,238 Commits over 4,018 Days - 2.66cph!
- Quick room toggle test (commented out)
- Enemies and loot crates are now parented to their spawning room
- Disabled enemy chatter speech bubbles for now
- Gameobjects that get swapped in for old ones using LevelBuild_Spawn script now get parented to the previous objects parent. So they get grouped to the rooms
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Added "Particles/PixelLit Blended Custom" simplified per-pixel lit particle shader (normal map; vertex lights; opacity-based transmission)
Mavis flying run north/south & ready
- Mouse cursor visiblity is now toggled with F4 UI
- Added level debug UI from shelf to main, press F4 to toggle room slider
checked in emissive material
made court markings emissive. moved stone flooring apart and changing lighting to be warmer. reduced normal and smoothness on stone floors and put in some early lighting
moved floor stones apart again to show court lines
Removing the idle ability stuff from Agent+DecisionMaker, UnitDecisionMaker now handles the distinction between targetted and "Idle" Abilities
Numerous data tweaks
Removed GoToRandomUnit Action
Added Flee To Safety Ability and DSE
- Added SECTR Complete from asset store, ready to try integration with DunGen
Mavis - flying forehand stand
- Room minimap geometry no longer casts or receives shadows
Hybrid construction socket fixes
added court line gaps back in to temple court and coloured court lines blue. fixed uvmapping on stones
Tweaked hit times for Igor
Removed Unit+Combat partial
Consolidated unit events into a single file
Rebuilt Mavis prefab
Fixed anim metas
Moved some 3rd part assets
Deleted china court stuff
Fixed ghosting in high-precision ssao mode
Fixed banding and exposed range in low-precision ssao mode
- Rebuilt prefabs to update hatch links to new laser turret
DSE debugging doesn't print the stack
Deer no longer attack humans
Deleted Impala
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Re-exported Mavis character & anim set with updated hierarchy
Automated Linux DS Build #52
Automated Windows Build #52
Automated Windows Build #51
Automated Windows Build #50
- Changed the way minimap rendering works
- Room now builds it's own minimap object at runtime, combining all it's collision/map data
- Rebuilt prefabs
Potential NRE fix in GoToEntity