244,616 Commits over 3,898 Days - 2.61cph!
Standalone concrete barricade prefab.
Tree mat improvements. Island wip.
Exposed more weapon stats
Fixed realm compile errors
Removed cl_children (they're all just children)
Weapon mods can change some weapon stats
Powerplant scene update
Metal ladders greybox set
Some missing files
- Added a MissionEmemySpawner that uses the Mission and enemypack definitions to spawn enemies
- More MissionBuilder work
Removed collision from court prefab - now uses per scene collision
Deuce mode WIP
removed mesh collider from glass
added cloud city hole collision
StatCollection.Human, StatCollection.Animal
Fixed potential NRE in Agent.InitializeStats()
Effects are bundled automatically, labelled automatically
Viewmodel animation effects state an effect name only, component defines the folder path
made wild west court area larger to fit same size as test court
made wild west court area larger to fit same size as test court
Need to rewite some stuff to better support server persist.
Powerplant scene update, collision updates, more stairs barriers
- Enemy packs are now randomly picked by mission builder
- Refactored some mission building stuff to be in a less stupid place
Clientside entities are SetActive( true) AFTER loading. This might cause errors in some components that expect Awake/Load to be called before Load'ing - but I think it's more logical for components that want to do stuff dependant on the entity in OnEnable
Added BaseMonoBehaviour (MonoBehaviour with some logging stuff)
Weapon switching DisableFlag is predicted
More fences and sewers parts, conc slabs, industrial buildings collisions
Updated powerplant level, pivots cleanup
Created an API to make it easier to make stat modifiers in code.
Added reverse lookup for batched mesh colliders
More StatCollectionSettingsEditor
added new swamp raft psd with new colours
made swamp court raft bigger, updated texture
removed broken rope on raft
made swamp court play area and collision larger to fit same size as test court
Updated left hand positions for LionEL
Added special move and tag to controller
fixed holes on cloud city court outer mesh
Added racket script / prefab for lionEL
- Fix for spawn locations in Area1_WIP1
added Dylan's hit effects to 2DFX
tweaked the wounded animations so they blend into the "get up" animation better.
the player will pick a random wounded animation when he's shot (except for a headshot)
relax gesture for hatchet weapon hold.
Env sync tweaks and fixes
Pixelate shader no longer falls back to black rectangle on low shader levels