1,104 Commits over 3,227 Days - 0.01cph!
Made objects scale in item preview (rough implementation), added first pass music controller
Added a bunch of items, and random color for books
Commented out EdgeThreshold stuff temporarily
Changed to using linecast for detecting LOS of item
Merge from player pickup changes
correct obstacle layer on player prefab
Moved emissive material logic to the item script, picking up and dropping items work, needs cleanup
More reliable method of prioritising target item (needs cleanup), items not in line of sight can't be selected
Fixed post game back to menu buttons
Added prototype level with hand in volume on moving platform
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)
Controllers pause inputs setup. Pause button now toggles on controllers and keyboard
redid build settings (fix not building?)
Pause menu buttons do their stuff
Added pause menu
Added pause state and gamestart state (separate from InPlay state)
Merge from Player&LevelSelectRework
removed playerarrayID and just use playerID for everything
Added playerarrayID to playerinstance
Added min player warning to player select
Player models spawn with same colours as in player select menu. Gameinstance uses array instead of list to store player prefab references
fixed NRE on back button in playerselect
made keyboard inputs be "Keyboard1" to account for how controller strings are handled (checkin if playerinstance is controller or keyboard)
Added level manager prefab. Setup levelSelect scene
Added colors and controller icons. Added Level select as separate menu. Player previews are maintained throughout scene changes.
Makeshift Hazmat suit art
made lobby spawn player previews, made contract clipping distance larger
Re-addded level3 and added to build
culled fovmesh from maskcamera in level02
Added descriptions to level select
Added new levels to build
Made kitchen chair not cost 0
Added Multi-Level scene
Made fov based on player height
Scaled walls below ground
Added playerblocker layer
Reduced height of walls again (maybe do an xcom style see through walls in the future?)
Make held items use same physmat as players (was getting stuck on corners)
Merge from PlayerCollisions
Added animations folder (implement if there's time)
Added palceholder stunned vfx, removed animator from playermodel
Dropped items in collision have velocity set to 0
Don't toss item on collision
Players drop items on collision
Updated T joint thickness
Initial knockback, placeholder stunned vfx
FOV projector doesn't effect TransparentFX