200,280 Commits over 4,140 Days - 2.02cph!
Wood hammer - Throwing them was a bad idea, let's pretend that didn't happen.
- Branched for WIP item/stat modifiers and bonuses
created the wiseguy basic movement ( 8-way walk/run)
added basic code to drive the movement animations
Lowest LODs for TENN-15 and Lion-El
FOR FUCK SAKE plasma fade fx
FOR FUCK SAKE plamablast projectile prefab
FOR FUCK SAKEplayership prefab with damage setup
FOR FUCK SAKE tweak damage anim
rebuilt test court grass and exported
added new grass, tweaked lighting, merged meshes, rebaked lightmap (need to do new final gather)
CreateItem and RemoveItem actions,
Added back in a basic ActionChainData object, since we use ActionChains in Effect and not just Behaviours
"Special" ItemType
Data changes
re-exported grass with less reeds
tweaked skybox to be more sunset-y at one end. rebaked lightmap to remove big purple light. changed grass colour to match concept and tweaked shader so it fades out with better colour. tweaked mountain colour at sunset side
Improving unit reproduction code
Removed some useless actions
Added some more aging data
Added Effect params to PersonalitySettins
Fixed queue jumping not jumping the queue
Healthbar sounds
Mavis racket/jetpack sounds
Fix special meter sounds not playing when UI is hidden/reenabled
Fixed errors in elvis controller
Added transitions from hits to run
Water sim tweaks + small opt
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Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
- Merged stat groundwork to main
* Fixed a possible exploit with the file system
* Fixed SetSubMaterial not working on bonemerged entities
* Fixed submaterial overrides affecting the first rendered entity in certain hooks such as PostPlayerDraw
Automated Linux Build #208
Automated Windows Build #208
Automated Linux DS Build #208
Implemented Unit morph system with custom morph editor, supports saving/loading morph presets via MorphSettings assets
Added MorphSettings to Effect and Species data
Morph data renames, editor exposure
Stopped movement children from queueing multiple usercommands on Nextbots per-frame
Automated Linux Build #209
Automated Windows Build #209
Automated Linux DS Build #209
Unlocked courts on console
removed unused test court textures
reduced some texture sizes
made main court and bamboo not static
rebaked lightmaps for test court
Fixed being unable to repair external walls, metal embrasures and window bars
- Item stat modifiers now stack and calculate correctly
LODs for Dreadora, skeletons and Ruud.
added shadow meshses to cloud city court