61 Commits over 61 Days - 0.04cph!
Added a couple more pickupable items
Cleaned out junk folder, deleted a lot of unused stuff
Cleaned out materials from items folder
deleted some unused scripts, changed some item costs
Added quick stunned vfx prefab
Copied over Rust's asset importer (don't import materials/anims by default) Changed existing models import settings
FOV projector doesn't effect TransparentFX
Initial knockback, placeholder stunned vfx
Updated T joint thickness
Players drop items on collision
Don't toss item on collision
Dropped items in collision have velocity set to 0
Added palceholder stunned vfx, removed animator from playermodel
Added animations folder (implement if there's time)
Merge from PlayerCollisions
Make held items use same physmat as players (was getting stuck on corners)
Reduced height of walls again (maybe do an xcom style see through walls in the future?)
Added Multi-Level scene
Made fov based on player height
Scaled walls below ground
Added playerblocker layer
Added new levels to build
Made kitchen chair not cost 0
Added descriptions to level select
culled fovmesh from maskcamera in level02
Re-addded level3 and added to build
made lobby spawn player previews, made contract clipping distance larger
Added colors and controller icons. Added Level select as separate menu. Player previews are maintained throughout scene changes.
Added level manager prefab. Setup levelSelect scene
made keyboard inputs be "Keyboard1" to account for how controller strings are handled (checkin if playerinstance is controller or keyboard)
fixed NRE on back button in playerselect
Player models spawn with same colours as in player select menu. Gameinstance uses array instead of list to store player prefab references
Added min player warning to player select
Added playerarrayID to playerinstance
removed playerarrayID and just use playerID for everything
Merge from Player&LevelSelectRework
Added pause menu
Added pause state and gamestart state (separate from InPlay state)
Pause menu buttons do their stuff
redid build settings (fix not building?)
Controllers pause inputs setup. Pause button now toggles on controllers and keyboard
Added scene view sync (third party)
Make items drop from above if they fall out of the world
added intro time to coop game mode (so we can skip it when testing)
Added prototype level with hand in volume on moving platform
Fixed post game back to menu buttons
More reliable method of prioritising target item (needs cleanup), items not in line of sight can't be selected
Moved emissive material logic to the item script, picking up and dropping items work, needs cleanup
correct obstacle layer on player prefab
Merge from player pickup changes
Changed to using linecast for detecting LOS of item