256,034 Commits over 3,990 Days - 2.67cph!
-new FindItemGeneric action , moving towards finding items smartlier.
-DseConsideration, for complex considerations that use their own DSE internally
-many merges
Function to safely write string to char buffer
- Mid rework of TT boss fight
Small water refactor; exposed thickness adjust ssr params in water rendering; tweaked thickness adjust
More weather fx tweaks, shader fiddling
- lasers in TT fight now flash for a second (and do no damage to the player) as they turn on to avoid doing cheap damage to player
Added basic building runtime stuff.
Updated building editor some more.
- Added quick idea description to whitebox scene
- Quick whitebox scene test
Reduced rocks throwing distance
- Added spawn location to TT
- Removed some components from TT objects that shouldn't have been there
- Area scriptable object definitions can now be set to not generate a proc level
- Level builder can now handle pre-made levels (like boss areas)
- Added mission and area definitions for Timmy Turrets boss fight
- TT boss fight can now be started from the scene
- Added TT mission to mission generator
- Re added levels to build settings
FOR FUCK SAKE prefab room, adding turret to the beer room
FOR FUCK SAKE factory model
FOR FUCK SAKE factory wall texture/mat
!A factory wall hatch asset
FOR FUCK SAKE factory room prefab start/goal variation
!A wall turret prefab/anim/controller
thrown rock no longer kills people in one shot
loot tables, phrases, manifest
first pass of functional turret AI, target acqusition/loss etc
turrets use ammo
turret blueprint parts
lots of bugfixes
Fixed water refraction
Fixed warnings in DoF shaders
Updated rocket launch effects.
Updated C4 Explosion effect.
WIP underwater effects.
- FInished first pass of Timmy Turrets gameplay. Needs major code refactor and polish. And art. And probably some balancing too.
- Phase 3 laser positioning anims