243,392 Commits over 3,898 Days - 2.60cph!
Bootstrapping, provisioning for dedicated server, pure client
-completed the new bear with all new animations and sound f/x
-completed the new bear with all new animations and sound f/x
Looks like Plastic requires you to manually add folder meta files to commits
Added vertexlit particle and tree billboard shaders
Moved game and test scenes to descriptive folders
deleted character mesh folder ( empty)=, added new models folder
Added the old terrain textures
Cleaned JSON- made it our own
Cursor Manager, managing cursor locking
GameSetup - put this object in a scene to create everything you need to play in that scene
Did some player structural work
Reintroduced the menu screen
Ignore library folder, Temp folder
Simplyfying Inventory slots (got rid of redundant inventory icon)
adding meta file for Pressure Chamber
removed textures folder as texture files will be placed within the same folder as the models.
Added initial bear trap animations & created clips ( in meta file)
Added inital file structure to rust_art
Cleaning up. Fire is working, complete.
added new game PRESSURE CHAMBER
Added fuel, flags, modules
Campfire now functions properly !
'burnable' in item
reversavle conditions
new condition: chance
new condition: hasfuel
item event: burnt - called when item is turned to charcoal
removed IsOff - because IsOn is reversable
Item HasFuel - temporary until we have different fuels
Added generic item variables, health, cooked, spoiled for events, or whatever to use
Changed Cycle to ServerCycle - to be clear what it is, where it should be run
Events now cycle on the server
ItemContainers now have a temperature - owner object should maintain it
Added Action Replace
Added Item Conditional Temperature
Added Item Event Manipulate - to change variables
Deleted DeployedInventoryItem - redundant
BaseItem now has a 'on' param
Action_EnableDisable now works as should
Action_Remove works as should
Deployed Items fire events as should
OnUse is called as should (actually probably isn't, but will return to that)
WorldItem watches for dirty item, and sends to Glue as appropriate
Context Menus on world/deployed
GameTooltips
scene file in build settings