199,316 Commits over 4,140 Days - 2.01cph!
PFX folder stuff.
Scene file.
- Fixed some problems with detecting correct exit door. All rooms should started locked properly now and only the exit door opens when room is cleared, not all doors.
- Reduced speed of spikeys
- Increased size of all enemies
Prioritise GMA contents over stock VPKs (whoops)
Automated Linux Build #193
Automated Windows Build #193
added ADS animations for the viewmodels
forgot to commit these materials
- Increased player acceleration from 1800 to 4000 (*****THIS'LL BE A MANUAL MERGE CONFLICT LATER*****)
- Increased size of enemy mini map markers
- Reduced spawn budget for smallest rooms
Automated Linux DS Build #193
- Slowed down glue projectiles
- Fixed gamepad button display text for pickup weapon
Special meter sounds
Ingame text notification sounds ("great serve", etc)
Footsteps, bodyfalls, and racket sounds for Igor
Wing flap sounds for Owl
Improved footscuff sounds
- Weapon switch ability button now shows the correct button text when using gamepad
- Fixed bug with level generation when restarting
powerplant update/backup
ready to place prefabs
folders refactoring
trainyard/canyon/watertreatmentplant/tunnels update/backup
ready to place prefabs
more folder refactoring
Owl controller has smash blends
Unit reproduction code split to partial
UnitCollection draft impl
Moved fields out of PlayerCamera+Input, exposed double click delay time in params
Updated all species unit collection params data
Updated Owl controller - now has multi height smash and can transition from hit to run
- Quick leaderboard testing class
Remove dead units from UnitCollections
Started adding mouse driven front end
Added target tracking to Unit+Combat, InCombat UnitFlag and some other combat related tweaks
Fixed entity vis query ignoring entities with triggers as colliders
Added UnitIsTargettingMeCondition (ew)
Updated ThreatLevelConsideration to pull data from senses
Renamed optiosn class partial
Fixed double click delay being too small