255,542 Commits over 3,990 Days - 2.67cph!
HumanEditor for some stat debug
- EntityAnimation now broadcasts a message when it BaseEntity is activated or deactivated
- Laserbeam turrets now flash when activating and don't hurt the player until they're fully armed
Fixed right hand HUD character offset
Foundation step prefab dummy sockets
- Fixed Booze Burner flamethrower effect kicking off everytime a room is activated
merge from building_atlases
Added Owl portrait
Deleted some old UI
ladder was using MeshLOD which is incorrect given a change of material on LODs
gates moved to atlas materials cont'd
Added mavis body / stretch anims back in
Fixed dropping rocks when paused
fixed scope position on the ak47
FOR FUCK SAKE textures
!A wip 3d background camera
▄ █▍▍ ▅▌▋▆▋▄ ▊▋▇▅▍ █▊▉▉▍▊ (▉▌▉▌▆▋▊▅▄▊█ █▄▅▋ ▇▉ ▉▇▉▆▊█▇)
▉▆▍ ▅▍▇▍ ▇▇██ ▊▇▅▍▅▄▅ ▊█▆▆▆ ▍▆▄▄ ▍▆▇█▍█▅
▇▄▋ ▉▅▊▋ ▄▅▊▋ ▄▍█▊▆█▄▍▍▅ ▆▍▍▍▌▇
▍▅▍ ▍▉▆▅ ▋▍▇▉ ▍▄▋▅▅▊▆▅▄▊▇ ▍▌▇▍█▄ (▅▄▌▊▇▇▌ ▍▅▋▆▌ ▌▊▋ ▌▍▅▍▆▄▅ ▇▊▋▋▋▉▅ ▅▉▉ ▌▅▊▌█)
!▍ ▉▊▍▅▄ ▍▄▇▆▍▊▅
Updated specials to work on correct special power amounts
Moved update file
gates moved to atlas materials
Unit+Movement sets CurrentSpeed.BaseValue, listens to changes for Attribute.MaxSpeed and updates NavMeshAgent.speed
Mavis flying anims - final batch source update
Specials now triggered with L2, R2 and combo
Y triggers focus
- Added OnHealthEntityAnimation to toggle different entity animations based on varying health values of a BaseEntity
- Reworked the Beertaps goal room. Turrets now spawn at 90 and 60% tap health and all taps share a combined health.
- Rebuilt prefabs/tileset
added new temple grass shader that lightmaps grass_mesh texture on to it so it blends better with grass_mesh
Removed IStatRanged in favour of RangedStat class
Fixed vitals not getting a MaxValue from StatSettingsWrapper
More Stats refactoring. Added IStatRanged, implemented by Vital and Need. Cleaned up StatLinkerOperations a bit, debug and editor improvements and some consideration tweaks.
high walls moved to atlas material