253,031 Commits over 3,990 Days - 2.64cph!
Making a bunch of other fire materials emissive
updated the mecanim to use the new 3rd person SMG animations
tweaked some settings on some of the fire sprites
- Fixed issue with GameOptions.Graphics not working
- Some ActivityManager cleanup
- More NotificationsWidget tweaks (destroy on timeout)
Correctly adds close up player prefab
Groundwork for UI notifications
-UIManager listens for units, to test stuffs.
- Added new HumanMale asset, removed all old art and animation data. Setup new humanoid avatar and controller
- Fixed some UnitView bugs, and added a Setup method to assign various mesh/skin fields (will move to editor/prefab)
Hacking CurrentPopulation so it works properly in Asset Bundles
UnitView and Startup scene fixes
-added getter for Type in IActivity cause it's convenient to expect all IActivities will have a Type.
-adapted Activity.cs to provide such gettersetter.
-made ActivityManager into an event manager of sorts, so you can now subscribe different kinds of activity and be informed whenever one of them gets added to the ActivityManager
Fixed SaveHook path error
3rd person animations for the SMG
Mavis special move & events
Added Elvis special move event
Added test vehicle model and a system that allows getting in and out of it.
- Started working on a rough introduction area
modelled and unwrapped swamp plants
- Pause state work
- Special enemies now get visual effect
- Enemy work
- Renamed Biome to BiomeAsset
- Folded GraphicsOptions into GameOptions.Graphics (class is too big, will split to partial)
- Removed PlayerQualityControls and moved the dynamic shadow distance method to PlayerCameraEffects
- Updated GSD and GDS
- Renamed UnitViewHuman to HumanView and moved some files around in the Gameplay/Units folders
- Expanded UnitViewEditor and derived HumanViewEditor
- Smart Object part of the SOv3 now implemented.
- Agent of SOv3 reorganized.
- Effects improvements and changes.
- Need improvements.
- Actions and Action Chains generalized and shared for all purposes.
- Added Incentives.
- Triggers improved.
-slight OCD fix on camelCasing
Added Menu.ShowOnItem
Added logic for BoneRetarget ( for clothing items to attach entities to bones )
BaseNetworkable automatically verifies PrefabID
Moved GetItemOptions to BaseEntity
Removed characters from in game nodes, updated character select
-clarified height-dampening factor only works in vectorcam
Elvis char select prefab and celeb controller
Added TENN win / lose anim controller and updated prefab
Base Item stuff mostly done.
FOR FUCK SAKE rework the edge filter, effect is now per material rather than layer based
FOR FUCK SAKE tweaked the main shader to work with all the image effect filters
!A highlight effect (per material)