201,998 Commits over 4,171 Days - 2.02cph!
CmdSetTag now looks up entities properly.
Client EntityManager is not correctly adding the game and board entities from game protobuf yet.
more UI tweak, added turn indicator glow
Tweaked fire particle materials, including flame thrower
more entity serialisation wip
Added basic FSM AI
Cleanup
Added basic FSM AI
Cleanup
Removing fucked component reference from server.prefab
Basic animations now work with movement.
Turrets detect if they can actualy see an enemy before they shoot (still a bit fucked up with a weird delay).
Added object into the world that can be moved about to use as cover.
Updated gmpublish.exe to ISteamUGC
added teleporter image to reference folder
Subtracting
20975 because it fucked the bolt action recoil animation (classic gooseman)
Steam Items http://bit.ly/2rb5pWE
More payphones, less mailboxes. Made them 50/50.
Fix for an extra gameinstance being created in practice/test local game
Mission regen changes for payphones
Clear scheduled mission events when the objects are destroyed. Stops mission ends firing for discarded missions.
Turrets now properly work about 90% of the time, just need to add now that they track zombies who aren't the closest but are in view.
fixed Team base entity tags being cleared immediately after they're set.....
Fixed event expired issue
Objects now have weight when you move them, so you cant just smash everything out the way lol
Got menu buttons working and added mission info button
AI waypoints
Added HX volumetric lighting
AI waypoints
Added HX volumetric lighting
added a buggy gravity gun Particle beam that draws between the player and whatever object he's moving.
Mission time info in the main HUD, and other mission tweaks
Set mission time in real time, so it's game speed independent. +Some time UI changes.
control mission now uses board tags not game tags, added SetBoardTag match action
Launch_site scene update, dressing sciency side