241,449 Commits over 3,867 Days - 2.60cph!
Unified BuildPrefabs and PrefabPreProcess
Fixed warnings
Workout effect lifetime during build rather than at runtime
Automated Linux DS Build #104
Automated Windows Build #104
Automated Linux DS Build #103
Automated Windows Build #103
Automated Linux Build #103
* Reduce worhless & confusing srcds console output for workshop
* Fixed a crash issue with "quit" commands on srcds when having workshop addons installed
Automated Linux DS Build #102
Fixed Rcon NRE when supplying invalid IP
Fixed errors when running exec
Automated Windows Build #102
Automated Linux DS Build #101
Cowboy - Forehand volley stand, body & stretch anims + meta
Cowboy - Forehand volley stand, body & stretch anims
Automated Linux Build #101
fixed bug with player animation blending.
Removed forgetIfInterrupted too
Removed overridingActionChain from SmartObject
DecisionMaker.IsEnabled handling
Dropped StatValueChanged and TimeStatModifier into their own files
- Aclohol pump mission placeholder text and disabled location arrows
- Setup alcohol pump placeholder as a BaseEntity and mission object
- Alcohol pump mission now works
- Removed alcohol cloud from pump prefab so it doesn't dissapear when you destroy the pump :)
- Added a linear asteroid dungeon archetype
- Rebuilt asteroid tileset prefabs
improved the 3rd person treadwater animations.
added a swimming forward animation
procmap settings tweaks for ocean rocks
crustacean textures for ocean side rocks
autospawn prefab updates
- Fixed movement speed modifier that would make the player incorrectly increase in speed after all modifiers expired
Small test of Unity's test framework
New road texture set - trail path
- New mission SO
- Reduced level length of new mission flow
- Added a placeholder alcohol pump goal ropom to asteroid tileset
- Rebuilt asteroid tileset prefabs
- Added a new flow for pump mission
- Made a placeholder alcohol pump mission prefab
- Tidied up Tileset folders
Re-organised Conditions script folders into Agent types/generic
Added some Goup Agent specific Conditions (member count)
Added generic EntityCondition type, Added CanFindSuitableAnimal, CanFindWeapon
Added AttackEntity action which updates an Effect template with a new modifier value based on the Attack Power stat, feels like a hack though
Added Unit+Combat partial, doesnt do anything yet (besides store some EffectParameters)
Wolfs should now kill deer and eat the meat. _should_ :3
FOR FUCK SAKE foreground shader, exposing height variable
FOR FUCK SAKE asteroid material
FOR FUCK SAKE wip collision to asteroid block asset
FOR FUCK SAKE asteroid tileset