254,389 Commits over 3,990 Days - 2.66cph!
Made changes to atmospheric pieces 1-5
Just adding sanity checks to graphics options. No guarantees code-side.
- Reduced length of first level
- Increased size + colour of ammo drops
- Ammo and weapons now correctly save and load across levels
Fixing issues with item pool and resource item dispense
FOR FUCK SAKE tweak throw animations
ItemManager pooling/cache
Fog tweaks
Campfire update
Cursor source psds
Lets use Unity's shitty cursor rendering
Fuck off SSAA you break everything
Updated physics layer collision matrix to reduce UnitCollection trigger overhead
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Added AntiAliasing GraphicsOption
Added draft protection/fight back goals data
Fixed double click delay being too small
Renamed optiosn class partial
Added UnitIsTargettingMeCondition (ew)
Updated ThreatLevelConsideration to pull data from senses
Fixed entity vis query ignoring entities with triggers as colliders
Added target tracking to Unit+Combat, InCombat UnitFlag and some other combat related tweaks
Started adding mouse driven front end
Remove dead units from UnitCollections
- Quick leaderboard testing class
Updated Owl controller - now has multi height smash and can transition from hit to run
Updated all species unit collection params data
Unit reproduction code split to partial
UnitCollection draft impl
Moved fields out of PlayerCamera+Input, exposed double click delay time in params
Owl controller has smash blends
trainyard/canyon/watertreatmentplant/tunnels update/backup
ready to place prefabs
more folder refactoring
powerplant update/backup
ready to place prefabs
folders refactoring
- Fixed bug with level generation when restarting