248,731 Commits over 3,959 Days - 2.62cph!
[ultimate_soldier] minor tweaks
[ultimate_soldier] minor tweaks
Seal rig and some placeholder anims.
* Fixed 3 NPC kill achievement not working
* Updated launcher icon
* Fixed Entity:SetCustomCollisionCheck and Entity:SetShouldServerRagdoll not being able to reset their values
vm_spear ( wood / stone ) prefabs
tweaked some of the spear animations; added the sound fx for the spear
[ultimate_soldier] trying to get bodies to not cover walls
[ultimate_soldier] trying to get bodies to not cover walls
Icons for the different types of .asset we have should make it easier to work with.
[ultimate_soldier] prevent shooting through walls
[ultimate_soldier] prevent shooting through walls
[ultimate_soldier] changed tilemap structure, blood depth
[ultimate_soldier] changed tilemap structure, blood depth
New Unit Asset Settings system implemented. New group settings not yet implemented, and controllers for spawning not yet using these, but good to get it in. Also including the code for the previous failed attempt.
[ultimate_soldier] carpets
[ultimate_soldier] carpets
[ultimate_soldier] gunshots stop when hitting walls
[ultimate_soldier] gunshots stop when hitting walls
[ultimate_soldier] walls block soldiers
[ultimate_soldier] walls block soldiers
Fixed redundant redefinition of _GLOSSYENV_BOX_PROJECTION in ScreenReflect.shader
Fixed redundant redefinition of _GLOSSYENV_BOX_PROJECTION in ScreenReflect.shader
ambiguous call to overloaded function
Replaced Log2f with a macro