200,687 Commits over 4,171 Days - 2.00cph!
Concrete wall fence textures and material
Added TakeFromResource action and support for taking a single item in Resource
Added public method for forcibly add a SmartObject to a Unit's known/percieved smartobject arrays
Fixed EntityCondition.ItemFilter not checking for IsWeapon
- Mission stuff
- RadiusBlast now does direct hit damage to large collider objects
Killed debug log in DecisionPlan.TickMomentum
Optimized the double buffering a bit.
Hopefully fixing item eligability failures in EntityCondition
Bear hat no longers gives a huge debuff to AttackSpeed
scaledown m4 viewmodel
character rigged
- Your round uses pipes dungeon flow
FOR FUCK SAKE player weapon source
FOR FUCK SAKE speeditem prefab
!A WIP speeditem model/texture/mat
- Moved boss mission to 4th mission
- Removed boss text from mission screeen
re-exported all ww meshes, set unity to make uv channels for meshes and baked out lightmap. added meshes to court end scripts so they get culled
Fixing a group switch bug.
- Mission lenghts/rewards stuff
Cowboy - smash update, character selected WIP
Mavis - Smash body & stretch WIP
- Troubleshooter updated for feedback build
Mavis - smash body & stretch anims + clips ( wip)
Cowboy - smash
- Doubled M/K camera look ahead distance
- Locked off all mission except one
- Made mission level flow linear
- Added enemies back to minimap
- Reduced health of bouncers
- Enemies can now only use their shield ability twice
- Enemies now only use their abilities when they're aware of the player
- Increased size of glue projectile and decreased it's speed
Closer to being unsucked.
More friendly Steam API failure error messages
Automated Linux Build #176
Automated Windows Build #176
Automated Linux DS Build #176
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improved the bear rigging/skin weighting (it deforms a bit better now when going into ragdoll)
First pass on breeding. Not 100% working yet, but really close.
WIP Action/Movement callback refactor
Build item icons to correct folder (!)
Refactored a lot of the behaviour/action/chain break and completion behaviour to be a little more reliable
All movement related actions replaced with new SetDestination action
Asset save + debub removal
Quick nasty fix for AI Smash
Updated eclipse controller - Starts eclipse at 30 secs, ends after 10
Can now change resolution in game
Updated bug reporter dialog
Refactoring more Behaviour chaining and execution stuff
Added FootTypes filtering to various data types
Added MakePregnant action
Cleaned up Unit+Family
HarvestResource now has various modes to chose from and can be used in Abilities
updated camera and moved the scene to gamma
Deleted all old StatSettings assets
Forget next plan if we set a new current plan. Let the past be the past...
Updated mavis controller to have multi height smash