123,855 Commits over 4,171 Days - 1.24cph!
Adding floor spikes, model, mats, prefab, gibs and collisions
Reducing usage of Resources/FileSystem in editor
Removing hard links to the resources folder
modified the 3rd person SMG animations so the player is holding the gun properly.
added proper icons for beancan & smg
added light to beancan grenade fuse
firearms lose less condition per shot
Changed beancan unpredictability to be more event based than random
70% chance beancan is predictable with a 3.5-4 second fuse
15% chance to explode very shortly after throwing
15% chance for extra long fuse
25% chance for dud
50% chance dud re-ignites when picked up
rpg 4, fbx + prefab + textures + Material + lods
3rd person animations for the SMG ( idle / jogging )
Resources folder rename
Renamed a bunch of folders called Resources that shouldn't have been
Moved language folder
Resources folder rename
Renamed a bunch of folders called Resources that shouldn't have been
Moved language folder
Resources folder rename
Renamed a bunch of folders called Resources that shouldn't have been
Moved language folder
Create bundles as part of the build process
Build bundles as part of the build process
Fixes
Added Menu.ShowOnItem
Added logic for BoneRetarget ( for clothing items to attach entities to bones )
BaseNetworkable automatically verifies PrefabID
Moved GetItemOptions to BaseEntity
3rd person animations for the SMG
Hacking CurrentPopulation so it works properly in Asset Bundles
updated the mecanim to use the new 3rd person SMG animations
tweaked some settings on some of the fire sprites
Making a bunch of other fire materials emissive