243,177 Commits over 3,898 Days - 2.60cph!
Wrestling with a dumb error where a transparent proxy doesn't use a remote method call and tries to invoke the method on itself (?!?)
Shields now work with new ball mechanics
BaseOven - ignite/extinguish
Can define menu name/desc/icon as a field in the inspector
Fixed item phrases to read from ItemDefinition
It's actually starting to sort of work?
- Picked (badly) some placeholder colours for 1-2 test level
Improved noise backend (3x faster, higher quality)
Updated topology generation to new multi topology type
Improved heightmap generation
Fixed deploy to entity deployables
Merge branch 'master' into sandboxing
Fixed providers not being cached.
Changed noise implementation
Removed Debug.Log calls related to sound loading.
Fixed sound data loading.
Deployable cleanup
Removed item json defs
Removed deployable guides
Fixed game packager failing, and fixed errors when sending sound data to the host app domain.
- Addec camera dummy for camera testing
- Made the player ship a little big bigger
Freeze effect recycled after set number of bounces
Editor hacks to allow EditorGUI.ObjectField to set the searchFilter in the object picker
Automatically add ItemDefinition label to ItemDefinition objects
Removed effects from tennis controller, most effects now in the manager. Fixed racket issue for trainer alt prefab
Fixed exception during peripheral communication between app domains.
More stack trace filtering fixes.
- Camera tweak
- Added walls to test level
[zombies] soldiers have a sight cone
Fixed exception stack traces being incomplete.
Updated textures and model (corrugated skin)
- Changed default floor-fly height from 5 to 30
- Added a super-crap floor placeholder mesh that causes headaches
- Trying out a really rough level idea
Removed audio listener, fixed transition
Player spawn and position sync correct again. Lerping.
- Deleted old, unused scenes
Merge to main from object pooling branch
improved the spear running animation so it looks more natural and the spear is pointing forward
Touched up the LootSpawn properties
remaininworld, stick probability now handled by projectile instead of ammo item
damage types defined by projectile instead of weapon
projectile velocity defined by weapon instead of item
tweaked the animation playback speeds for the boar / bear
- Moved more stuff to object pools