201,023 Commits over 4,171 Days - 2.01cph!
Automated Linux DS Build #164
Automated Linux DS Build #165
- Stopped basic blaster projectiles going through everything!!!!
StatTypes/StatTypesDrawer enum dancing https://highon.coffee/img/picard-shake-it-so.gif
Automated Windows Build #165
Entity stability values are now saved and loaded
Stability warmup is much faster (and almost free if values have been saved)
Stability refresh is faster (terminates after less iterations)
All stability parameters can now be adjusted by admins
Stability distance from ground is displayed in the editor
Code is compiling after crazy Stat rewrite. Probably broke all data + probably some bugs left + tickables are gone and needs an Effect replacement.
Moving stat type fileds around a bit
Added AttributeTypes back in, ext method for setting them via a stat array of primaries
Fixed keys.cfg overriding new keys added in keys_default.cfg
reference coroutines by IEnumerator because stopping them with the Coroutine class throws errors (300 errors an hour)
Fixed NETRCV_ReadBytes returned false on suicide
- Added Room and RoomSpawner components to the current Ice Cave rooms
- Removed some junk from SpawnLocation
- Added Ice Cave enemy pack
- Started Ice Cube harvester gameplay code
- Rebuilt Ice Cave prefabs
CombatAlgorithms is now a static class not asset
Added StatChangeParameters, StatScaleParameters
Added IStatMinipulator interface implemeneted by params types
Added StatMinipulators enum
Removed all old Stat related interfaces
More work on StatModifiers, removed old order handling etc
Quickfix for Stat Modifiers.
Stat+Changeable implemented.
Throw an exception if a stat is not of a type supported by Stat+Changable.
Added ScaledValue as part of MaxValue.
Yield a frame from time to time during stability warmup (temp fix for Multiplay killing our process on startup)
New Building frames prefabs setup WIP
Animations and additional files
backfaced cloud city deckchair and exported
tweaked water shader and fog on swamp court.
made all shaders on cloud city that can be deffered use deferred. halved or more many textures. tweaked fog and lighting. removed some erroneous textures
saved out unity scenes for swamp and cloud city
first person laser prefers aiming accuracy over viewmodel accuracy
updated beam shader for laser
Owl - Special move flap source
Owl - Special move flap anim
StatMeasurement now supports all Stat classes with different measurement value types and an improved drawer
Fixed StatCondition, StatConsideration (previousl RangedStatConsideration but now just simply limited to those stat types with a CurrentValue), StatMeasurementTrigger
new wolf with tweaked model on 1 mat and changed idle
- Scriptable object definitions for modular item model system. Definitions only. Doesn't do anything yet
Game runs again!
Updated all effects data
Effects tick stat changes flagged for ticking
Added StatTypeSelectionDrawer back in, turns out we do need it?
Merge from stats_refactor_jan16
Fixed EffectParameters not passing due to new data being excluded
Logo & BG for title screen. Added Design folder.
Effect data validation on the editor side, with warnings
Fixed missing effects data, stats are changing again
Some Effect cleanup and bug fixes