243,642 Commits over 3,898 Days - 2.60cph!
Added `RectF.IntersectsLine(start, end)`.
Added `RectI.IntersectsLine(start, end)`.
Added `Mathf.RandomVector()`.
Fixed player motion colliding with triggers
Updated radtown_small
Worked into run west intro & outro, updated .meta
Bullets are slightly more visible
added assault rifle item
increased thompson recoil and lowered damage
Made a pass on replacing Debug.Log with Log and Error in our Manager classes.
Ball Trail colour comes from the court controller so can be changed per court
Added "Blocked" terrain topology type
Added TerrainTopologySet terrain modifier
Moved GameManager int to Start, some AudioManager tweaks
Added checksum to connection approval protobuf
- Added support for Object context to our Debug.Log layer
- Added convenient Error function, that automatically adds LogLevel.Error.
Fixed "Prevent Build" layer doing nothing
- Some small restructuring of startup_scene
- More robustness to MonoBehaviourExt
- More robustness to Manager
- Misc updates to classes inheriting Manager
- Small touchups to Audio Manager.
Updates to dive system, can now dive from standing rather than just running state. Can alter racket collision per shot.
Increased sun mesh brightness and decreased moon mesh brightness to work better with bloom / lens dirt
- Added MonoBehaviourExt for better logging and error handling
- Added ErrorMessageBox, laying the groundwork for displaying error messages through convenient methods.
- Touched up on Manager, GameManager and Player classes a bit.
Enabled reflection probes on OS X / Linux if in-editor (no problems there)
Added per-instance seed offset to all decor spawners to increase cross-instance spread
Worked into run east intro & outro
Player now instantiates itself from Prefab, so that we don't have to pray that GameManager always does so first.
Don't throw unpushed realm errors outside of the editor
Updated EAC (no more kicks due to steam timeouts)
protocol++
Since Extensions is only used internally, I set it to protected.
Added mid-level jacket models, mats, and prefabs.
Updated the basic shirt to use the metalness version of the standard shader. Also added a detail texture.
Disabled glossy env on terrain shaders; unity seems to fail binding the correct custom cube before rendering the terrain
Tweaked testlevel terrain specular params
First pass at bone knife sounds