248,615 Commits over 3,928 Days - 2.64cph!
Moved mouse interaction with Unity Controllers over to a custom implementation, which solved all the problems we were facing with the uGUI based approach.
Some refactoring and started work on a Bindable abstract class for instantiable types that are exposed to Jurassic.
Some refactoring and started work on a Bindable abstract class for instantiable types that are exposed to Jurassic.
Fixed supply drop not dropping
Ragdolls for boar, bear, stag
Tweaked player ragdoll (should fix LOD issues)
Fixed players sometimes spawning inside objects
Project files are no longer amended if no changes are necessary.
Project files are no longer amended if no changes are necessary.
Added support for single-precision floats in bound members.
Added support for single-precision floats in bound members.
updated player rock attack to better match timing of viewmodel
Added triangular floor peice
Wolf meat is now proper cookable
[memory_dungeon] enemies flip back face down after attacking
[memory_dungeon] enemies flip back face down after attacking
Made ores spawn everywhere (at least for the time being)
Just merging these things that seem to want changing :P
Terrain shading debug props.
[memory_dungeon] started on enemy vs player attacks (and all player Items are now just Weapons
[memory_dungeon] started on enemy vs player attacks (and all player Items are now just Weapons
added an int version of Clamp to Mathf
added an int version of Clamp to Mathf
[memory_dungeon] removed the blink when item added to inventory
[memory_dungeon] removed the blink when item added to inventory
[memory_dungeon] made apples replenish hunger
[memory_dungeon] made apples replenish hunger
REALLY PLASTIC IS THIS HOW YOU GONNA PLAY ME?
Missed some bits because aaaah fuck you beta 4 and your random folders.
Updated TOD, trees, whale. Water.
Bindings generation now amends project files to include the generated source files.
Bindings generation now amends project files to include the generated source files.
adjusted the attack animation so it hits the center of screen
prefabs for the salvaged hammer and its various fx
salvaged hammer is all done;
Decreased grass vertex count (performance test)
updated vm melee weapon anim contact points, reactions,events & controllers
Updated vm melee weapon source files
Fixed the issue with reversing clamps.
Implemented tangent snapping.
Bindings are now generated from methods in static classes marked with GenerateBindings.
Bindings are now generated from methods in static classes marked with GenerateBindings.
Whaley whaley whaley whaale
All cases now accounted for section creation.