200,157 Commits over 4,140 Days - 2.01cph!
Fixed low res terrain rocks
Removed shader warmup (linux crash bug)
- Mortar launcher now ensures mortat target positions are within the level area.
Fixed speedtree shader compilation errors in dx9
Fixed potential shader issues in obscure configurations
Ignore "Coroutine continue failure" errors
plaster_a generic textures
More standard shader compilation polish
ADS much better. Sway pivot...
Added atmospheric music 22
FOR FUCK SAKE playership prefab, animation controler / setup the player with the animation and set it up so it doesn't look damaged
FOR FUCK SAKE playership anim
FOR FUCK SAKE playership texture/material
!A cockpit animation controller+anim
!A playership anim
created shadow mesh for ww
working on new meshes for dojo
Updated cowboy HUD anim controller with correct face anims
Added remaining characters to select
re-exported high and low shadowmeshes with backs on, and added higher poly wire as the old one had artefacts
added shadowmeshes to ww scene, changed quality settings to high
New feedback buttons, new menu mockup, new font to try out.
- Switched weapon pickup and weapon swap button bindings on gamepad
- Spikeys now have less chance to move towards the player each new movement direction tick
-camera target doesn't go underground when zooming in at low fps anymore.
-fixed condition template
Sway is much better, now rotates around a set pivot.
Clients prioritise mounting of the game that the current map belongs to
Automated Linux Build #192
FOR FUCK SAKE rebuilt playership prefab
FOR FUCK SAKE cockpit animation controller with hit state
!A cockpit hit anim
Automated Windows Build #192
Automated Linux DS Build #192
Updated LionEL controller - copied Igor shot stats and implemented new smash
FOR FUCK SAKE rebuilt player prefab
FOR FUCK SAKE update weapon switch anim for the new rig
FOR FUCK SAKE player anim controller with the weapon switch anim
- Item definitions now have an unlock level
- Added simple ItemDatabase that can return random weapons/items of upto specified unlock level
- Weapon drops now use the ItemDatabase to get an unlocked weapon
Sorting out instances for walls/rubble piles in powerplant
Fences and Walls models, LODs, Collisions
Ready to place prefabs, folders refactor
These mats shouldn't be pink.
Going home. More hacky VM shit.
Elvis - Forehand dive source update ( to use same system as other characters )
Fixed runtime shader errors causing invisible objects on Linux (legacy opengl)
updated the scale of all 3 viewmodels ( m4 / mac10 / pistol )
updated the scale of all 3 viewmodels ( m4 / mac10 / pistol ) pt2
Unit+Family becomes Unit+Relationships, groundwork for more detailed data
PFX folder stuff.
Scene file.
- Fixed some problems with detecting correct exit door. All rooms should started locked properly now and only the exit door opens when room is cleared, not all doors.
- Reduced speed of spikeys
- Increased size of all enemies
Prioritise GMA contents over stock VPKs (whoops)
Automated Linux Build #193
Automated Windows Build #193
added ADS animations for the viewmodels