243,830 Commits over 3,898 Days - 2.61cph!
Removed a stray debug log.
Animals now have a weighted spawn chance.
Removed AmplifyMotion native-to-managed fallback warming
Added exception guards to pvt table add and remove to avoid crash and display more info via warning
More core manager refactoring.
- Wrote new GameManager with game startup, UI management and scene loading
- Cleaned up startup_scene, ensuring all GUI canvas elements are set up consistently, now using global Canvas Scaler
- Fixed scene list not loading in standalone build
- Nuked some more old crap
Adding today's progress (stonewall_a)
Commented basic NPC and AI classes.
added amplify color lut preset to wildwest textures folder and applied to camera script
Player can now race the computer opponent.
[racer] Added a basic computer controlled car.
added yellow minecart models to unity scene, added amplify colour script to camera
Merged changes from main.
Refactored MinHeap in PathFinder and SpanningTree to generic IntrusiveMinHeap
Added IntrusiveLinkedList, implemented by PathFinder.Node
Editor hooks defined within GameAPI.Unity.Editor.dll should now be invoked correctly.
[racer] Car property tweaks, camera is now centered a bit in front of the car.
Added a build script `build.sh` that can accept either a project name or source file name as input. When given a source file name, it will build only the project the source file is included in.
Made terrain config get stored in an asset to be reused in all scenes
Refactored shot table - now has a character config
Fixed torch flicking on for a second when swapped to
Fixed player belt inventory not really sending in snapshots
Anim viewer reports distance moved in animation
Updated water to latest version
Added separate pass for beneath the water surface
Updates to dive anim source files ( less x trans after hitting the ball)
Include build time in error reports
Fixed active weapon not always updating properly