254,389 Commits over 3,990 Days - 2.66cph!
Military tunnels doors on grid
First batch of bunker rooms
Anim viewer now includes owl
Fixed access to court friction
Basic street prop spawning.
- Moved movement speed modifier tracking/applying to a new component, MovementSpeedModifiers that gets added only if a speed modifier is applied for the first time.
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WIP BehaviourChain, IBehaviour refactoring
Wall sideways stability socket tweak
- Removed ReducedBackwardsSpeed and MoveForwards
Stability refresh of connected building blocks notifies along both male and female links
- Started refactoring movement related code. Also removed DebugStickToFloor - don't think it's used?
Special moves now trigger different ground effects
Fixed grass removal exploit
- Fixed bug causing enemies to not do melee damage correctly
- Fixed bug with BaseEntity not updating distance to player when not aware of player.
Added camera cross fade
Build post step for update file
FOR FUCK SAKE camera prefab
FOR FUCK SAKE shader
Updated Elvis ready face source
updates to Lion-El backhand anim source
Added Lion-El death 2 anim source
Updates to Owl & Lion-El rigs
Fixed PrefabAttribute sometimes returning true when comparing two instances that aren't equal
added zbrush roots and created high and low poly versions. unwrapping low poly
New character concepts. Straightend up Cowboy for Alex.
military tunnels - backup
missing metas
- Added useDynamicShadowDistance toggle to PlayerCameraEffects CC: petur
- Fixed issues with Goals breaking DM
Goal support in debug window decision listing
Only setup Goal decisions in UnitDecisionMaker
First pass at Goals DM integration
Subtracting building_system_2.1
Subtracting building_system_2.1
- Goal data assets
- Biome spawn related fixes
- EvaluationContext supports SelfGroup and TargetGroup
- WeightedRandom tweaks
FOR FUCK SAKE factory prefab to fix weird bug
Merge from building_system_2.1
Merge from building_system_2.1
Removed debug logging of group stat values
Fixed external walls collapsing