258,551 Commits over 4,018 Days - 2.68cph!
Refresh batched building mesh when rotating building parts
added light toggle to keybinds
Fixed some speeling mistakes
GamePhysics now uses the new allocation-free physics API
bundle fixes
brighter flashlight, narrower cone
CombatEffectTemplate missed #if UNITY_EDITOR
new building parts current files progress
set all shaders on swamp court to use deferred rendering. changed water shader to not use mirror reflect script and baked out new lighting
Downed rain collision quality
latet source files, bear and mammoth have vertex gradients baked in
new mammoth idle
removed unused bones that shouldnt have been there
removed old mammoth anims
shaders changed apparently
Removed old building system.
StatLinkerParameters no longer holds the StatSettings ref, instead we pass it in to the Create method from the collection on init
StatCollection holds a new StatLinkerPair struct in place of StatLinkerParameters, StatLinkerPairs hold StatSettings and StatLinkerParameters
Fixed StatLinkerAlgorithm not being serializable
ticked enable lightmap and light probes as that makes it consistant with the human
Commeting out bad cast in CombatEffectTemplate.CopyTo
Combat effect templates stuff WIP
- Custom playmaker action test, animation state toggling
should stop floating when getting hit
Automated Linux DS Build #161
Fixed bug where guns take wrong amount of ammo from inventory
First pass on adding a Math Algorithms API into the mix of things.
StatLinkerParameters now expose a StatLinkerAlgorithm unity event. Just need to expose it via the custom editor stuff (Bill).
Automated Windows Build #161
Automated Linux DS Build #160
- Rooms can now have a chance to override the level's enemy pack with their own specific one
Automated Linux Build #160
* Fixed "destination group" problem in multiplayer with npc_template_maker
* Added CNavArea.SetParent( CNavArea, type )
* Added CNavArea.GetParent() - returns CNavArea
* Added CNavArea.GetParentHow() - returns NavTraverseType
* Added CNavArea.ClearSearchLists()
* Added CNavArea.SetTotalCost( float )
* Added CNavArea.AddToOpenList()
* Added CNavArea.GetTotalCost() - returns float
* Added CNavArea.IsOpenListEmpty()
* Added CNavArea.PopOpenList() - returns CNavArea
* Added CNavArea.IsBlocked()
* Added CNavArea.IsOpen()
* Added CNavArea.IsClosed()
* Added CNavArea.RemoveFromClosedList()
* Added CNavArea.UpdateOnOpenList()
* Added CNavArea.AddToClosedList()
* Added CNavLadder.ConnectTo( CNavArea )
cut down head markings on bear (still just on top of ear and under lip)
new shader for animals and setup on bear and mammoth
shader could be horrible
Can throw melee weapons while running
- Mortar launchers can now be set to target a specific location other than the player or themselves.
- More arena test work
Moving combat related scripts around
Added CombatEffectTemplate, CombatEffectTemplateSettings
StatLinkerOperation tweak (added Divide operator back in because readability)
Automated Linux DS Build #159
Automated Windows Build #159
Automated Linux Build #159
Fixed VMatrix:SetScale() scaling the 2nd/3rd rows incorrectly