253,049 Commits over 3,990 Days - 2.64cph!
Made ores spawn everywhere (at least for the time being)
Just merging these things that seem to want changing :P
Terrain shading debug props.
[memory_dungeon] started on enemy vs player attacks (and all player Items are now just Weapons
[memory_dungeon] started on enemy vs player attacks (and all player Items are now just Weapons
added an int version of Clamp to Mathf
added an int version of Clamp to Mathf
[memory_dungeon] removed the blink when item added to inventory
[memory_dungeon] removed the blink when item added to inventory
[memory_dungeon] made apples replenish hunger
[memory_dungeon] made apples replenish hunger
REALLY PLASTIC IS THIS HOW YOU GONNA PLAY ME?
Missed some bits because aaaah fuck you beta 4 and your random folders.
Updated TOD, trees, whale. Water.
Bindings generation now amends project files to include the generated source files.
Bindings generation now amends project files to include the generated source files.
adjusted the attack animation so it hits the center of screen
prefabs for the salvaged hammer and its various fx
salvaged hammer is all done;
Decreased grass vertex count (performance test)
updated vm melee weapon anim contact points, reactions,events & controllers
Updated vm melee weapon source files
Fixed the issue with reversing clamps.
Implemented tangent snapping.
Bindings are now generated from methods in static classes marked with GenerateBindings.
Bindings are now generated from methods in static classes marked with GenerateBindings.
Whaley whaley whaley whaale
All cases now accounted for section creation.
Started work on static class binding generation.
Started work on static class binding generation.
[memory_dungeon] Removed a Debug.Log call.
[memory_dungeon] Removed a Debug.Log call.
[memory_dungeon] Fixed MoveItemCoroutine not acting in parallel.
[memory_dungeon] Fixed MoveItemCoroutine not acting in parallel.
Made grass patch vertex count error log group properly in Sentry
Slightly increased grass tapering distance
Even more work and experiemnts on the Unit Controller.
Added graphics.quality X (sets the same parameter the launcher sets, X can be between 0 and 5)
More work on the Unit Controller and "surrounding" integration and architecture "flow".
[memory_dungeon] inventory auto-rearranging
[memory_dungeon] inventory auto-rearranging
[memory_dungeon] items get added to ur inventory, can remove them
[memory_dungeon] items get added to ur inventory, can remove them
[memory_dungeon] moved some generic coroutines to an Actions class
[memory_dungeon] moved some generic coroutines to an Actions class