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803 Commits over 2,649 Days - 0.01cph!

6 Years Ago
unsaved
6 Years Ago
bridge nodes
6 Years Ago
added game manager to keep track of floorcount/coin count, started on a checkpoint system
7 Years Ago
added coins to other modules
7 Years Ago
coins spawn on floors, each floor pics 10 coins to spawn from a list of possible positions
7 Years Ago
fixed some transform issues with spinners, added falling floors
7 Years Ago
Make controller check ahead of player Merge remote-tracking branch 'refs/remotes/origin/master' into LevelDesignBranch
7 Years Ago
coins
7 Years Ago
added level counter, more work on floor spawner but not getting anywhere, going to move on for now
7 Years Ago
creating new branch and little bit of work on floorspawner
7 Years Ago
trying to prevent modules from running into each other, still needs work
7 Years Ago
unsaved stuff
7 Years Ago
Spike Traps, spinning spike thing bug fixes
7 Years Ago
elevators
7 Years Ago
sound folder, adjusted some nav mesh values
7 Years Ago
some organization, put all the asset packs and stuff in a separate folder, added all the floor spawning and ai stuff I've been working on
7 Years Ago
added some more animations from unreal, think that's all we'll need for now
7 Years Ago
reduced camera lag, tried messing with sprint behaviour and got nowhere, added some text animations exported some fbx animations from unreal asset pack to see if they could be used with assets in unity, so far looks like it works
7 Years Ago
unsaved stuff
7 Years Ago
air control stuff, lots of minor tweaks with exposed variables
7 Years Ago
Little bit of organization and added double jump
7 Years Ago
more prototype enemy animation tests
7 Years Ago
few more adjustments
7 Years Ago
hooking some stuff back up to make version on steam more playable some other wip stuff too
7 Years Ago
organizing things a little and exporting anim and source files
7 Years Ago
adding editor files for smaller enemies for fuse boss
7 Years Ago
more fuse enemy stuff
7 Years Ago
updating colors on fuse boss body to work with standardized pallete
7 Years Ago
fuse boss pixel group stuff
7 Years Ago
fuse enemy editor files no pixel group images yet
7 Years Ago
removed editor v26 build and replaced it with v27, added new laser enemy assets, added fuse editor files
7 Years Ago
unsaved
7 Years Ago
unsaved stuff
7 Years Ago
playing around with AI if a character hits another character's shield it will cause them to stagger, this should encourage players to look for openings rather than jamming on attack
7 Years Ago
figuring out how to get custom skeletal meshes and animations in
7 Years Ago
changing seed and hooking branches back up can't figure out why build seed is different than editor but hopefully its consistent on build
7 Years Ago
trying one more thing
7 Years Ago
turning off branches, i think its messing up the seed some how
7 Years Ago
disable whats new menu, changed version number
7 Years Ago
another try at fixing seed inconsistency between editor and packaged
7 Years Ago
seed still different in packaged build?
7 Years Ago
fixing seed inconsistency
7 Years Ago
still trying to fix build issue
7 Years Ago
more work on getting leaderboard working, still getting build failures...
7 Years Ago
fixing build issue
7 Years Ago
updating leaderboard plugin
7 Years Ago
fixed characters not ragdolling after falling death
7 Years Ago
fixed issue with hinge door traps, nav mesh bug, slowed down tod change, other stuff i cant remeber
7 Years Ago
range guys won't switch to melee unless your within 20 units of thier z location, new module
7 Years Ago
more ai clean up, removed some actors from being read by nav mesh, fixed ai freezing issue, made branches more rare