244,454 Commits over 3,898 Days - 2.61cph!
Can place new Constructions in the editor without running manifest generation first
Fixed entity debugging flag not working as designed
Item defs don't have to be in Items/
Changing input to Input.GetAxisRaw - not sure it makes a difference
Entities don't need to be in bundles folder
animations for the semi_pistol viewmodel - deploy / dryfire / fire
Windmill files update - models, collision, LODs, Gibs, animation
- PlayerController tweaks, better radial handling (no longer puts UI into a modal state)
- Tweaked UnitInfo a bit, added Birth date set on init from TOD (offsetting starting units with a random age hacked in for now)
- Refactored SmartObject interaction management methods, they now take params instead of a List of interactions, added an overload which takes string args
Added Lion-El serve & events
NetworkEntity Dirty changes
tweaked cloud city spaceship anim to not be as annoying..
Added court_intro_cam/s to cloud city and test court scenes with animations
Handling player death, respawning and ragdolling a lot better.
Moved editor styles to seperate file
- Added MinimumInteractionDistance to SO, dealt with in GoToSmartObject for now.
- Fixed Item.DestroyItem coroutine not firing properly because the item was inactive
- Added Obstacle componenets to various view prefabs
added court_intro_cam with animations to wild west scene
- Cleaning up Building a little
- Added Rested Effect
- Organising Scripts/AI/Common/Actions a bit
- Re-wrote ConsumeItem to deal with consumable effects instead of firing a seperate Modify Attribute action with derived settings
- Fixed some PlayerController selection/interaction issues
Removing old rim test material.
Char08 maya scene. Final with BS.
- Added trails to loot items that match the item colour
- Tweaked loot hoover beheaviour
tweaked swmap court cameras to pan and push, tweaked angles, simplified animation timeline
Item Definition unit tests
Player is now network player
Character 08 assets so far. BS WIP. Sculpt final. Textures final.
- Setup loot container to use the new model, added explosion effect and hit effect
- Deleted old unused container prefab
rigged up the semi-auto pistol view model
idle animation done
3rd person animations for player shivering (when he's cold, or he just got dumped by his girlfriend)
Renamed "Water Reflections" to "Water Quality" in tweaks UI
Fixed water2 on OSX/GL; also fixed border mesh disappearing on restart water
Added max bounds to water displacement [AMD freeze]
Added water1 fallback when Water Quality set to 0, water2 when 1 [AMD freeze]
Moving testtools to the editor folder
SQLite bindings + unit tests
Added sqlite to native libraries
Switch to built in analytics