256,227 Commits over 3,990 Days - 2.68cph!
Fixed slippy terrain (give terrain a generic physic material)
Set up UnitAsset, GenderUnitAsset, AgeUnitAsset, GroupAsset and GroupController for all current species.
Updated Human and Bear animation controllers with better movement transition values. UnitAnimation component now working. Added some Gizmo icons for Group spawners.
Fxing the face finding fuck ups.
Added models, textures, mats, and prefabs for leather sleeping bag placement, deployed, and occupied versions
Updated TOD. Fresh TOD settings and new LUTs. Some misc asset cleanup.
Removed floor and wall textures, file sizes too big and not power of two, they're not needed yet anyway.
Removed floor and wall textures, file sizes too big and not power of two, they're not needed yet anyway.
Committing progress with wall meshing, not complete yet. Fixed bolt deprecation warnings.
Committing progress with wall meshing, not complete yet. Fixed bolt deprecation warnings.
Radiation now works properly
Fixed bolt rifle etc not working on local builds
Started re-working the vitals UI to be more significant
Everything is back to using the events system.
Time of Day update to 2.2.1 prerelease 4
Some cleanup of depracated code related to units and groups (controllers, views and prefabs)
[ultimate_soldier] visual kickback on guns
[ultimate_soldier] visual kickback on guns
Spawns now work with the new UnitAsset and GroupAsset settings system.
[ultimate_soldier] fixed issue with shooting soldiers right besides walls
[ultimate_soldier] fixed issue with shooting soldiers right besides walls
Made gravity handling completely custom for player movement (allows for stair handling and properly removing drifting)
Added sliding and swimming property to player movement for better checks for those states
[ultimate_soldier] player gets tired and runs slower
[ultimate_soldier] player gets tired and runs slower
[ultimate_soldier] blood wont overlap side of walls
[ultimate_soldier] blood wont overlap side of walls
d3d9 compiler didn't like this all being in one line
Tidied up the HEM class. Theres a with face creation though!
Removed ClearFirstFrame (didn't seem to work anymore + bug is fixed by rendering space as a solid black texture at day)
Time of Day update to 2.2.1 prerelease 3
[ultimate_soldier] improved gunshot-wall collisions
[ultimate_soldier] improved gunshot-wall collisions
[ultimate_soldier] bullet casings
[ultimate_soldier] bullet casings
This should make jenkins happy.
Start of new GroupAsset and GroupController
[ultimate_soldier] enemies dont spawn in walls
[ultimate_soldier] enemies dont spawn in walls
[ultimate_soldier] impact flashes, better wall-gunshot hit detection
[ultimate_soldier] impact flashes, better wall-gunshot hit detection
[ultimate_soldier] wall debris
[ultimate_soldier] wall debris
[ultimate_soldier] minor tweaks
[ultimate_soldier] minor tweaks
Seal rig and some placeholder anims.