244,564 Commits over 3,898 Days - 2.61cph!
Try Catch around UnityAnalytics calls - because they're throwing errors for some people
wooden door key can be burnt in fire/furnace
Char04 additional assets. Racket and hamster. Cleaned up new char04.mb.
- Branched and started reworking the skill activation/configuration system to be more flexible, ready to use with the new XML skill and skill tree setup
Fixed protection properties not expanding when new damage types added
Beefed up block vs melee protections
Merge some scripts from HL2 games.
Updated TENN controller - added serve, serve walk
Added stats tables to BaseMelee preview http://goo.gl/WV1lBp
- Proper weapon initialization.
- Stopped shooting and sprinting.
Implemented peripheral remoting, remote calls can now be asynchronous.
Reduced the percentage of terrain that is turned into water
Improved terrain edge falloff
Increased lake frequency and amplitude slightly
Changed lake noise type to turbulence
Fixed beach and underwater cliff color looking a bit weird
Converted spanning tree to semi-directed
Added road and bridge segmentation
Added bridge placement backend
Added bridge topology type
Made road placement stop when encountering crossroads
Fixed various small weirdnesses in the road network calculation
Boilerplate for recording bytes sent
- Increased size of player projectiles from 1 to 1.2
- Moved player ship weapon anchor to right arm
Fixing server shutdown NRE
checking PO for head 2 - default
Fixed receiving null messages.
[zombies] added visual reloading for the rest of the weapons
fixed origin points for happy/sad/default. Think I fixed PO, alex will have to check.
Handle CONNECTION_ATTEMPT_FAILED
Undoing footstep commits (they broke the compile)
[zombies] soldiers reload guns with their extra ammo, visual reloading for pistol
Consolidate some footstep stuff that doesn't need to be in two separate classes
Extend footstep raycast range so footsteps trigger more reliably when running downhill
Ensure two footstep sounds won't trigger simultaneously from overlapping animation events
added new horse anims ( gallop / sleeping ); Tweaked a bunch of other anims for the horse
Fix owl & gull ambient stings
Actually remove old footstep sounds for real this time?
Fix missing ambience manager prefab in proc map
merge from main/footsteps