873 Commits over 2,741 Days - 0.01cph!
worked on intro background
new tentacle animation for invasion
Added assets for half of the new core designs along jsons for each
dirt material and some more fixes
fixed one last issue with wood material
cleaning up some texture stuff, added painted brick
added small tutorial screen in options
adding some facepunch files that i think are needed for building
deleting some scenes that might be using probuilder stuff
another try and making some classes editor only
switching some classes to editor only
trying to fix some errors jenkins is spitting at me due to pro builder stuff
changed unity version to 2017.3.1p4 for jenkins/steam build
fixing some directory issues
adding necessary files for jenkins/steam
adding another #if Unity_editor to get it to build
player jumping up cliff issue should be fixed now i think
added sound fx when breaking wood with spike sword, trying to fix bug that allows player to jump up cliffs but not getting anywhere
some map cleanup, armor only spawns once per chest
undoing some map testing stuff, also meant crab not crap :P
fixed some issues with crap enemy, each item of type melee,range and helmets now only spawn once
#if unityeditor for triggertrap
swapped two card unlock positions
more map work, new sword item, in game cards now show as transparent if you've already collected them, spinning spike trap, key/gate
started working on another branch of the level, added stick weapon, large gate prefab, optimized interactable stuff some
respawner item works, handled wait times and camera movment better for death
made some changes to punching
transitions out of punch a little quicker, disabled rotate to face camera during attacks, made going from punch to roll a little smoother
more level work and a start on respawner item
adding back probuilder Tools meta file
redid most of the canyon rock areas with new models, added point light to coin, increased shadow draw distance
more info on exit screen, separate ingamemenu script, unlocked cards text on main menu
main menu shows number of unlocked cards out of total, separated GameManager and InGameMenu stuff into separate scripts, collected cards and number of collected coins show on exit screen
Merge branch 'master' of EphyraUnity
range weapons equip/unequip more predictably
fixed trace points not being properly lined up with sword
small amount of level work
fixed some issues with armor, exit points now necessary to reach to unlock cards, collected cards show on hud
added an extra primary inventory slot
armor can now properly be equipped/unequipped
reworked inventory a bit, can only hold one of each type of wearable(ie helmet, chest armor)
if you pick up a helmet/chest armor while you are already wearing one you will swap them instead
Merge branch 'master' of EphyraUnity
fully hooked up enemy deaths triggering stuff like opening doors that trapped you
start on area where all enemies must be killed to open path, start on chest armor, other small stuff
fixed some holes in nav mesh do to agent radius being too small