201,451 Commits over 4,171 Days - 2.01cph!
texturing court grass (and grabbing latest)
wood_stone_metal atlas update
- Set player ship min map marker back to blue, and larger.
high walls moved to atlas material
More Stats refactoring. Added IStatRanged, implemented by Vital and Need. Cleaned up StatLinkerOperations a bit, debug and editor improvements and some consideration tweaks.
Fixed vitals not getting a MaxValue from StatSettingsWrapper
Removed IStatRanged in favour of RangedStat class
added new temple grass shader that lightmaps grass_mesh texture on to it so it blends better with grass_mesh
- Added OnHealthEntityAnimation to toggle different entity animations based on varying health values of a BaseEntity
- Reworked the Beertaps goal room. Turrets now spawn at 90 and 60% tap health and all taps share a combined health.
- Rebuilt prefabs/tileset
Specials now triggered with L2, R2 and combo
Y triggers focus
Mavis flying anims - final batch source update
Unit+Movement sets CurrentSpeed.BaseValue, listens to changes for Attribute.MaxSpeed and updates NavMeshAgent.speed
gates moved to atlas materials
Updated specials to work on correct special power amounts
Moved update file
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FOR FUCK SAKE textures
!A wip 3d background camera
fixed scope position on the ak47
Fixed dropping rocks when paused
Added mavis body / stretch anims back in
gates moved to atlas materials cont'd
ladder was using MeshLOD which is incorrect given a change of material on LODs
Added Owl portrait
Deleted some old UI
merge from building_atlases
- Fixed Booze Burner flamethrower effect kicking off everytime a room is activated
Foundation step prefab dummy sockets
Fixed right hand HUD character offset
- EntityAnimation now broadcasts a message when it BaseEntity is activated or deactivated
- Laserbeam turrets now flash when activating and don't hurt the player until they're fully armed