reporust_rebootcancel

115,651 Commits over 3,959 Days - 1.22cph!

1 Year Ago
Let unity update the Terrain to mesh dll, stops it complaining Fixed some gizmo rendering warning spam, possibly unity upgrade related
1 Year Ago
Merge main -> HackWeekServerSizePlayerMovement (update to Unity 2021)
1 Year Ago
Fixed printing issue. Fixed issue with parser clearing tokens. Parser now listens for end of file token.
1 Year Ago
Interpreter now runs multi line expressions as well as statements. Parser now returns list of expressions rather than single one. Added AST printing.
1 Year Ago
Removed some #if UNITY_2021_3_OR_NEWER defines now that we've finally updated
1 Year Ago
Added assignment expression.
1 Year Ago
Clear symbol table between code runs. Broke variable assignement. Print statement just runs on evaluation. Fixed lexer issues between runs.
1 Year Ago
Split stone wall into 16 segments (4x4 grid) Explosive damage applied to each part of the stone wall individiually When a piece reaches 0 hp, it is destroyed Stone wall deletes when every "voxel" is destroyed When a voxel is destroyed it spawns gibs for that specific piec
1 Year Ago
Fixed parser skipping last token. Added debug print for symbol table Lexer numbers handled better. Fixed issue with variable declaration.
1 Year Ago
Fixed a bunch of lexing errors.
1 Year Ago
monument greybox progress
1 Year Ago
reflection settings
1 Year Ago
merge from modelviewerfixes
1 Year Ago
Added options for Anti-Aliasing, God Rays, Motion Blur Reflection probe can now render on frame 0 using time slicing options
1 Year Ago
scene cleanup, ready for fixing 2021 issues
1 Year Ago
Actually invert the check...
1 Year Ago
Added Daytime state. Updated AI design to check !IsNight AI event and switch to Daytime state
1 Year Ago
Add IsNight AI event and action UI
1 Year Ago
Exclude a couple of pre checks for scarecrow attacks
1 Year Ago
Separate wave scarecow design file, hooked it up to WaveScarecrow prefab brain
1 Year Ago
Codegen so AI designer appears for WaveScarecrow
1 Year Ago
Commit all the material changes because it's a hackweek project
1 Year Ago
merge from mfm test
1 Year Ago
test merge from main
1 Year Ago
merge from building_skins_4
1 Year Ago
enemy spawning, etc
1 Year Ago
Runtime AnimSaver scripts
1 Year Ago
Merge from main (to a sub branch for some checks first)
1 Year Ago
Align the kayak over time so it always lines up with the cinematic
1 Year Ago
Unsaved
1 Year Ago
Hooked up cinematic so it runs when the tutorial is finished normally, and not via convars Fixed player respawning on the mainland if they die
1 Year Ago
Parent merge
1 Year Ago
Cinemachine update
1 Year Ago
Player is now able to run again
1 Year Ago
Remove debug print
1 Year Ago
Change local player to accept position data from the server the same as other clients do. Local client now moves with server-side movement inputs (but no prediction yet).
1 Year Ago
Properly kill the player instead of deleting the entity
1 Year Ago
Can now do very basic server-side movement (walking only, can't look around)
1 Year Ago
Signal setup
1 Year Ago
Update debug.testtutorialcinematic to spawn a kayak and mount the player so it can be used from anywhere on the island Added a test movement
1 Year Ago
Merge from main
1 Year Ago
Minor edit only
1 Year Ago
Fixed SetParent NRE
1 Year Ago
Merge from main
1 Year Ago
Now that we can compile both client and server, run code gen. + simplified an RPC.
1 Year Ago
Server side now compiling. Commented out a lot of input code for the moment. Wanted to get everything compiling before I move all the inputs out of PlayerWalkMovement and into a new client-side input section
1 Year Ago
A lot of replacing movement state with model state on the client
1 Year Ago
Client side now compiling again
1 Year Ago
Fixed issue with number lexing.
1 Year Ago
Added null and iif support to parser. Renamed lexer keywords. Added statement support Fixed binary epression bug Wrote basic interpreter Added system to run code wrote in game with editor Added null expression support