113,780 Commits over 3,959 Days - 1.20cph!
Fix walls not resetting when sent to pool
Fix voxels being reset when a nearby building block is destroyed
Fix splash damage being inconsistant with voxels
Set health of building block to average health of all voxels
Radial PostFX & ExplosionScreenBounceFade
WIP gammagotchi entity setup
Done for now until we get Light.useViewFrustumForShadowCasterCull fixed for cascades
merge from building_skins_4
fixed missing construction skin on roof.traingle.gingerbread
Add 3x3 voxels to stone floor (since it looks nicer artwork wise to line up with the 3x3 tiles)
Fix destroyed entities NREing because voxel entities can technically be hit multiple times
Make the end of tutorial end via a wide trigger rather than a move point objective
Make a new trigger type mission objective
Merge main -> HackWeek-SkinViewer
Added client-side only cube thing
Lowered rhib to water level
Added a debug root that shows helpers for water height/centre of players view, this can be toggled via the Show Debug Root on the prefab and will always be disabled in builds
Fixed ducking animating as if it was being pressed intermittently
Merge from tutorial_island
Don't allow players on the mainland to assign bags to players that are mid-tutorial
Don't allow players to reassign sleeping bags if they are in the tutorial
Clear all bags that a player is assigned to when starting a tutorial
Player body direction now working correctly. Let's allow the client to set body direction for now, like it used to - since it's closely associated with aiming. Server will control position. Repurpose tickViewAngles to get body rotation without needing new data.
Don't show mission marker on compass or map if no icon is assigned
Merge from tutorial_island
Store tutorial network groups in a more easily accessible and cached list
Let unity update the Terrain to mesh dll, stops it complaining
Fixed some gizmo rendering warning spam, possibly unity upgrade related
Merge main -> HackWeekServerSizePlayerMovement (update to Unity 2021)
Fixed printing issue.
Fixed issue with parser clearing tokens.
Parser now listens for end of file token.
Interpreter now runs multi line expressions as well as statements.
Parser now returns list of expressions rather than single one.
Added AST printing.
Removed some #if UNITY_2021_3_OR_NEWER defines now that we've finally updated
Added assignment expression.
Clear symbol table between code runs.
Broke variable assignement.
Print statement just runs on evaluation.
Fixed lexer issues between runs.
Split stone wall into 16 segments (4x4 grid)
Explosive damage applied to each part of the stone wall individiually
When a piece reaches 0 hp, it is destroyed
Stone wall deletes when every "voxel" is destroyed
When a voxel is destroyed it spawns gibs for that specific piec
Fixed parser skipping last token.
Added debug print for symbol table
Lexer numbers handled better.
Fixed issue with variable declaration.
Fixed a bunch of lexing errors.
monument greybox progress
merge from modelviewerfixes
Added options for Anti-Aliasing, God Rays, Motion Blur
Reflection probe can now render on frame 0 using time slicing options
scene cleanup, ready for fixing 2021 issues
Actually invert the check...
Added Daytime state.
Updated AI design to check !IsNight AI event and switch to Daytime state
Add IsNight AI event and action UI
Exclude a couple of pre checks for scarecrow attacks
Separate wave scarecow design file, hooked it up to WaveScarecrow prefab brain
Codegen so AI designer appears for WaveScarecrow