243,183 Commits over 3,898 Days - 2.60cph!
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
quick fixes for corrugated skin
Incredibly exciting options menu stuff.
harvested player corpses once again spew loot
- Player's main weapon projectiles and explosions are now pooled.
Branching to switch stuff over to the object pooler because I'm probably gonna break stuff.
Updates to TENN-15 maya rig & animation source files
Going home. Basic player tests.
- Basic implementation of object pool and pool users
Fixed implementation / provider object instantiation.
Added recycle script to explosion prefab
Marmoset temp fix for RC1
Started moving effects to use the effects manager
Fixed BadImageFormatException when loading game packages.
Updated splat override to 5 map configuration
Merging changes from stable
Added mdb generation to the premake script, pdb and mdb files are now copied to `Assets/Plugins` to make step-through debugging possible of precompiled code.
Fixed timed explosive not blowing player
Re-working the Pause UI and adding some options UI functionality (post FX toggles, quality level switch)
Building skin metal tier1 meshes/textures/materials/prefabs
Updating stable branch to latest
Sandbox app domain is now unloaded when the host domain unloads, fixing error spam in Unity.
Updates to TENN-15 maya rig
Loading a game from a package file is now fully performed in a sandboxed app domain.
Fixed unity script compilation errors after refactor.
Testing out monster area environment
Added extra directional anims
Merge branch 'master' into sandboxing
Merge branch 'master' into sandboxing
Providers and peripheral implementations are now instantiated automatically in the host app domain.
- Cameras now automatically configure their effects based on graphics settings
- Graphics settings are now applied to the current camera when changed in the options screen
- Fixed crash with potential resolution changes when going from fullscreen to windowed
fixed corpse gathering issues
Subtracting changeset until I figure this one out
Tweaked some terrain atlas related texture import settings
Updated amplify color