248,611 Commits over 3,928 Days - 2.64cph!
[memory_dungeon] more combat, enemy and weapon hp and death
added int versions of Min and Max to Mathf
added int versions of Min and Max to Mathf
Fixed underwater fog being slightly visible above water
Backup committing a small & messy temp Speedtree test folder. My god, it's full of files.
Zeroed the testlevel water.
Fixed another bug with proxy method generation.
Fixed another bug with proxy method generation.
Fixed proxy method generation.
Fixed proxy method generation.
Fixed root game object not being set correctly.
Fixed root game object not being set correctly.
Loadtime reporting, current screen reporting, crafting reporting
Proxy class generation can now include inheritance.
Proxy class generation can now include inheritance.
Fixed first person camera position not matching player head position when ducked
Other proxy types are now used for members in generated proxy type definitions.
Other proxy types are now used for members in generated proxy type definitions.
New view model rock material added.
Fixed player being able to unduck into other colliders
Implemented basic Bindable proxy instance class generation.
Implemented basic Bindable proxy instance class generation.
Reverted some code that was mistakenly staged.
Reverted some code that was mistakenly staged.
About to implement Bindable proxy generation.
About to implement Bindable proxy generation.
Deleting cfg folder added by Scott
Log connections, disconnections with Google
Making snapshots on respawn a bit more predicatble so we can show loading screens
protocol++
Fixing some bugs with detection
Adding Google Analytics test
updated vm hammer hit anim & added 'strike' anim event
Fixed stone hatchet - good job dyngnosis on reddit, you win
Give items back on cancelling craft
Cancel crafting on die
Refactored the JS game instantiation process.
Refactored the JS game instantiation process.
Tweaked underwater effects
Fixed sleep inside spectator exploit
Fixed hazmat suit making the player invunerable
Stag, Bear, Boar now use their real ragdolls
Deleted UnityVS files committed by Scott
Made ViewmodelBob smoother, no snapping between states
Fixed boltrifle ironsights hold position being massively off (for real this time)
Toned down rock hit screen shake
Upped max texture resolution on 729 textures
Fixed physics / metabolism water level being higher than the water plane
Moved mouse interaction with Unity Controllers over to a custom implementation, which solved all the problems we were facing with the uGUI based approach.
Some refactoring and started work on a Bindable abstract class for instantiable types that are exposed to Jurassic.
Some refactoring and started work on a Bindable abstract class for instantiable types that are exposed to Jurassic.