255,044 Commits over 3,990 Days - 2.66cph!
Can skip intro
Switched HUD controller
- Added a right stick click graphic to minimap UI
- Removed old, unused gameplay UI prefab
- Split controls and welcome panels up. Control panel is always visible in town.
Enabled Hunting again on Hunting branch.
Merged latest from Main yet again.
Disabled hunting on main.
Merged from Hunting branch, to bring ActionChainData direction to Main.
Merged from main.
Some manual plastering after conflicts.
Tweaks and optimizations.
added wip flow map to court surface
FOR FUCK SAKE attempt to force update the material
FOR FUCK SAKE town, reverted to flat world
!u portal test visual
!A portal shader
- Mission scriptable object definitions now have a mission text property for when we add brief storyline text
Graphics options / UI tweaks
Fixed sound class having serialized properties in #if CLIENT
- LevelBuilder can now be forced to use a specific mission from the inspector for testing straight from a level without town
- Added flows and dungeon setup for test mission level
Jack O Lanterns, model/LODs/Prefabs and item defs
Switched off annoying spaceship
Reduced the deuce level health limit
Reduced deuce reward to 15%
- Added a LevelBuilder component which uses DunGen and mission generator stuff to build levels based on mission settings
- Level folder cleanup
- Increased player speed from 250 to 300
Fixed backing out from character select issue
- DunGen runtime generator can now generate a new map while playing when you press space (Editor only)
- Fixed more save issues
Island and road snapping.
- Half-way through bastardizing offscreen indicator pack
FOR FUCK SAKE shaderforge
FOR FUCK SAKE town with test planet style world
!A planet script
Graphics options refactor stuff, still crap
Added Deuce to secret folder
Thsi folder wants to be called Bin
Unit emotes will be disabled and revert to idle when carrying items
Refactoring breeding and fixing some bugs with Unit+Family
ItemViewEditor tweaks, should fix erros related to attachments
Removed more LINQ from SmartObject
Fixed supply signal instantiating its effect incorrectly (now uses effect library)
Fixed parent destruction handling of smoke signal and smoke cover effects (now fade out smoothly)
Fixed incorrect smoke signal sound setup (now uses SoundPlayer)
Less twist on forest grass