201,239 Commits over 4,171 Days - 2.01cph!
- Barricade renamed to Barrier
- Collision fix for Barrier
human walk (looks weird atm)
Updated cowboy rig
Added template
Added forehand test anim
Added racket source file & anim
- LevelBuilder fix for planet spawning with no outdoor rooms
- Space game blog buildy build
Cowboy character
Forehand anim
racket files & anims
Serverside player metabolism performance
fixed missing animation events for a bunch of weapons
Clothing prefabs, eye shader/material dickery
Fixed BeforeInspector not renaming assets properly
DecisionPlanParametersDrawer tweaks
Added a shit load of world prop prefabs.
BehaviourChainPlanSettingsWrapper DM exclusion test
ActionChainData stores HarvestedItems list
BehaviourChainData convenience accessor in Action
HarvestResources stores item yield in ACD and BCD
ConsumeItem will check BCD then ACD for targets
Moved textures
Created Cowboy prefab and controller
Added SetNW2/GetNW2 functions back for testing purposes
Automated Linux Build #77
Automated Windows Build #77
Fixed dx9 low quality LOD<300 blend layer shader (#305, #306, #307)
Automated Linux DS Build #77
- Removed some debug stuff
* Bump Steam.inf version so I don't forget to do it later
* IP ban some naughty server
Automated Linux Build #78
Automated Windows Build #78
Automated Linux DS Build #78
Rock_cliff_a generic detail texture set
Rock cliff meshes, with shared atlas textures
- PLAYER MOVEMENT CHANGES: Increased deceleration speed (3->4.5), increased turn speed (15->100).
- BaseMovement now has a max speed random range. Set some default ranges for enemies.
human male and female now have a blendshape on the eyes called "small" that ranges from 0 (big) to 100(small)
Health meter tweak, Transitions folder set-up.
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tweaked specular values on some water effects.
- The amount of damage a BaseEntity can take in one hit/shot can now be capped to a % of total health
- Capped Timmy Turrets max single damage to 5%
- Death Row now does target entity MaxHealth as damage, instead of just destroying it (same outcome most of the time, but allows it to be capped properly on bosses etc)
checkin for backup before I try and fix wrist twist bone
- Fixed some Health/MaxHealth enemy issues
Added Cowboy racket, Updated prefab, Started cleanup
- Fixed the way Room creates it's bounding box
-made a bunch of Conditions to replace boolean Considerations
FOR FUCK SAKE asteroid tileset, recenter area C
- Fixed GoalSettingsEditor not showing child goals
- Added some background styling to GoalSettings plan and child listing
- BeforeEditorLayout.DrawContentGroup now takes an optional GUIStyle to use for the container
- FindBestInteractionPlanVariant passes smart_object as DC target
- Added DecisionLayers and ConditionTypes enums, abstract getters in ConsiderationSettings, ConditionSettings
- Fixes cs 2646