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Automated Linux DS Build #158
smoothed out the animal animations. The bear isn't so herky/jerky when he's attacking players.
- Ripped out more unusued scripts/ui/folders/everything
Fixed VMatrix:SetScale() scaling the 2nd/3rd rows incorrectly
Automated Linux Build #159
Automated Windows Build #159
Automated Linux DS Build #159
Moving combat related scripts around
Added CombatEffectTemplate, CombatEffectTemplateSettings
StatLinkerOperation tweak (added Divide operator back in because readability)
- Mortar launchers can now be set to target a specific location other than the player or themselves.
- More arena test work
Can throw melee weapons while running
new shader for animals and setup on bear and mammoth
shader could be horrible
cut down head markings on bear (still just on top of ear and under lip)
* Fixed "destination group" problem in multiplayer with npc_template_maker
* Added CNavArea.SetParent( CNavArea, type )
* Added CNavArea.GetParent() - returns CNavArea
* Added CNavArea.GetParentHow() - returns NavTraverseType
* Added CNavArea.ClearSearchLists()
* Added CNavArea.SetTotalCost( float )
* Added CNavArea.AddToOpenList()
* Added CNavArea.GetTotalCost() - returns float
* Added CNavArea.IsOpenListEmpty()
* Added CNavArea.PopOpenList() - returns CNavArea
* Added CNavArea.IsBlocked()
* Added CNavArea.IsOpen()
* Added CNavArea.IsClosed()
* Added CNavArea.RemoveFromClosedList()
* Added CNavArea.UpdateOnOpenList()
* Added CNavArea.AddToClosedList()
* Added CNavLadder.ConnectTo( CNavArea )
Automated Linux Build #160
- Rooms can now have a chance to override the level's enemy pack with their own specific one
Automated Linux DS Build #160
Automated Windows Build #161
First pass on adding a Math Algorithms API into the mix of things.
StatLinkerParameters now expose a StatLinkerAlgorithm unity event. Just need to expose it via the custom editor stuff (Bill).
Fixed bug where guns take wrong amount of ammo from inventory
Automated Linux DS Build #161
should stop floating when getting hit
- Custom playmaker action test, animation state toggling
Combat effect templates stuff WIP
Commeting out bad cast in CombatEffectTemplate.CopyTo
ticked enable lightmap and light probes as that makes it consistant with the human
Fixed StatLinkerAlgorithm not being serializable
StatLinkerParameters no longer holds the StatSettings ref, instead we pass it in to the Create method from the collection on init
StatCollection holds a new StatLinkerPair struct in place of StatLinkerParameters, StatLinkerPairs hold StatSettings and StatLinkerParameters
Removed old building system.
new mammoth idle
removed unused bones that shouldnt have been there
removed old mammoth anims
shaders changed apparently
latet source files, bear and mammoth have vertex gradients baked in
Downed rain collision quality
set all shaders on swamp court to use deferred rendering. changed water shader to not use mirror reflect script and baked out new lighting
new building parts current files progress
CombatEffectTemplate missed #if UNITY_EDITOR
bundle fixes
brighter flashlight, narrower cone
GamePhysics now uses the new allocation-free physics API