199,233 Commits over 4,140 Days - 2.01cph!
- Setup menu items for creating Collect missions
- Added collect mission scriptable object types
- Moved some spawn location stuff to SpawnLocations static class and added functions to find spawn locations per-room and per-level
- Started getting collection missions working
Added ActivityData, refactoring Activity a little
NotificationsWidget subscribes to acitivty itself rather than being managed by GameUI
More Activity refactoring
- More spawning changes
- more collect mission work
collision polish (shooting in holes improved)
added collisions back
- Mission definitions can now set if their mission object locations use the screen-edge arrow navigation stuff or not
- BuildMission now spawns any mission specific objects across the level if required
- Mission system now works with collect missions
- Added a whitebox collect mission prefab
merging changes from gate_anim
wood gate lock position fixed
Removing old skinmesh gate files that we don't need anymore
Stat.UpdateModifiers() profiler sample
Updated some Owl metas
Owl Prefab + controller
Added to anim viewer
Deleted all the extra materials and textures
Fixed being unable to build foundation steps going up from triangle foundations
- Added Room script to all Factory rooms
- Updated prefabs/scene
Updated owl prefab + config
merge from main
stone_gate implementation
removed some older anim prefab
- LevelBuilder now calls initialise on each room's Room script, which then handles it's own initialisation of spawners etc
- Placeholder collect item made a bit more obvious with rotation and can now be collected
Rain 2.4
Launcher effect tweaks
Generator Smoke effect for Vince.
Stat modifable/tickable uses dict instead of grouping. This kills the GC.
Phrases/Manifest/Loottables/Phrases
- Massively increased the range of coin suck-in
- Added a very small random delay before suck-in activates so you can see coins before they're sucked in now the range is bigger
- Lowered the minimum amount of cash enemies/crates can drop to increase the variety
Fixed wrong skin count in blueprints
-GC optimization for IM, and a bunch of Profiler samples.
-YAMfM
Holosight hasn't got condition
Remaining batch of Owl anims
Added all anim events, clips, rig & optimisation settings
Made external high walls more expensive
grenade throw distances unified
grenades are a lot more predictable, less bounce, more friction
Quick fix for high external gate sounds
Fixed fog-to-alpha in globalfog and ppscatter to eliminate need for explicit ordering
Added high-perf GPU-based water simulation and removed all traces of threaded CPU-based simulation; now sync on render thread via command buffers
Added water fallback to lowest quality if GPU-based sim is not supported
Tweaked water local reflection to be slightly faster; longer vertical reflections far away
Merged in changes from Before; renamed shaders, minor refactor
- Can now specify a range that mission objects will start to be tracked by the on screen arrows. Once "discovered" an item will always be tracked, regardless of distance.
- Collect mission now hides arrows until items are nearby
- Can no longer damage off-screen stuff
- LevelBuilder now waits until the next frame, after receiving level generation success event, before setting up the mission to work around the DunGen beta issue