199,311 Commits over 4,140 Days - 2.01cph!
Lets use Unity's shitty cursor rendering
Campfire update
Cursor source psds
ItemManager pooling/cache
Fog tweaks
FOR FUCK SAKE tweak throw animations
Fixing issues with item pool and resource item dispense
- Reduced length of first level
- Increased size + colour of ammo drops
- Ammo and weapons now correctly save and load across levels
Just adding sanity checks to graphics options. No guarantees code-side.
Made changes to atmospheric pieces 1-5
Mavis - fixed issues with smash anims
Mavis - smash anim updates
Elvis - forehand dive update
- Ammo from weapon drops is now autocollected when in range, without needing to pickup the weapon
- Reduced ammo from weapon drops to 100 from 150
Next Goal Plan Variant as part of Debug Inspector.
- Quit buttons now quit the game, not to old title screen
Renamed Awesomium:Stop() to Awesomium:StopLoading()
VMatrix:__mul no longer crashes when given non-userdata values
L4D2 DLC content is now mounted
include() now passes any returned values from the loaded file
added File:ReadLine()
Automated Linux Build #194
Automated Windows Build #194
Automated Linux DS Build #194
Display goal/goal plan weight in listings, fixed some warnings
Survival goal weight tweaks, increased Player goal momentum
Fixed Unit+Combat.OnAttackHit NRE
Goals : Fight/Flight data tweaks
Effects : Moving, Srinting drain less stamina, Resting and Sleeping have higher gains
- ItemDatabase random weapon selector now ignores the previously spawned weapon
- Increased number of weapon drops per room from 0-1 to 1-2
- Increased splash damage of cocktail launcher from 1-3 to 3-3
Xp per minute setup mechanic
Enabled prefab pool by default
...but only on 64bit OSes
- Increased ammo cost of loose cannon
Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
Unit+Combat improvements
Fixed BCD not read/writing the Unit property
Fixed some bugs, moved tools around.
Added atmos music no.23 + changed some labels
Elvis - forehand dive ( transX can be scaled f8-18 )
backhand dive ( transX can be scaled f9-19 )
Added new optimized shader for rainfall; tweaked worst case rainfall particle count
Prevent ping-pong decision making (theoretical fix).
Elvis - dive anim updates
DecisionPlanParameters.MomentumDrainRate min value now 0.001
-grabmove is dampened
-camera raises its height better
-grabmove reliably works when camera is skewed down (and still only initiates if you mmb on ground, as opposed to , say, sky)
-when grabmoving the camera still follows the lay of the land (ie. raises if running into mountain)
Tweaked SMAA for quality; now works on grass and others
Changed default momentum drain rate to 0.001