200,697 Commits over 4,171 Days - 2.00cph!
Finished organising, for now
Making "Creating item with less than 1 amount" an error, so we can more easily get a stack trace
- WIP enemy roaming (disabled)
Report some server perf stats in query
Correctly limit chat input characters on HUD
Fixed map water not drawing
- MissionBuilder now picks a random room for any mission objects that need to be spawned, to make sure they're spread out through the level
- Money Bags enemy ability
Refactoring building runtime.
- Player and enemy movement collision fix / improvement
FOR FUCK SAKE background script to randomize turbulance/adding constellation placement
!A basic sky shader for reflection
FOR FUCK SAKE background shader for constellation
FOR FUCK SAKE space textures/material
FOR FUCK SAKE shaderforge
FOR FUCK SAKE asteroid prefab
!A constellation placement prefab
FOR FUCK SAKE maya source scene
Test that referenced prefabs are in an asset bundle
Moving AmplifyColor back to ThirdParty
Compile debug+release together
Changed HUD offset
Updated configs
Removed window bars / door from planner
Added Elvis portrait anim + meta
AA on rendered icons
Doors are craftable items
Fixed codelock using strings for effect prefabs
Made Socket_Specific more explicit
Window bars crafted items
Shelves models, LODs, Gibs, COL
Fixed shutters not closing
Moved embrasures to own folder
Fixed embrasure placement gude using wrong model
Added rig test anims for Owl
Fixed door knock effects being referenced by string
Doors aren't BuildingBlock derived
Fixed shutters etc not breaking when wall fell down
- TT_Laser can now specify how many times to warning flash before activating laser
- Made a laser script that raycasts to position and scale laser beams according to surroundings
- Made a quad laser turret and test scene