199,316 Commits over 4,140 Days - 2.01cph!
merging dungeons LODing and rocks optims / mesh compression to pre-release
Added world based beam shadow; shadow intensity control for both animated and world
fixed 3rd person weapon alignment so it matches where the 1st person is pointing
bind second argument doesn't need quotes
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Enabling low compression on all our meshes to see what happens
Updated lashlight beam to use new beam shader features
- Splash and title screens updated with BG and logo
- Weapons are now automatically made the active weapon when you buy them
- New saves default to having 1 nut to spend at the shop in town
- The mission reward screen in town now notifies you everytime you return to town with spare nuts
Touching these models that unity is compressing from 15kb to 1.5gb for some reason
- Deleted old spaceshooter folder
- Added new build to Spaceshooter folder
Automated Linux Build #167
Automated Windows Build #167
Automated Linux DS Build #167
Possible fix for post processing shaders not working properly on Linux/OSX
Automated Linux Build #168
Automated Windows Build #168
Automated Linux DS Build #168
Automated Linux DS Build #169
tweaked 3rd person look up/down animations so they more closely match 1st person
Automated Windows Build #169
FOR FUCK SAKE maya weapon source file
Fix for multiple scene loads
StatCollectionSettingsEditor tweaks, now used for all children
Added Avoidance Attribute
CombatAlgorithms Damage formula implemented from Petur's spreadsheets~
Ported stats data from spreadsheets into stat collections
Removed CombatEffectTemplate and related bullshit that we don't need
Close options on pause toggle
Added BeholdR (camera post in scene view cc frankieh)
Added some DSE content to the Self - Safety top level goal
Fixed some Effects and triggers with old/broken Stat refs
Fixed Needs starting at their max value, they now start at 0 as intended
Fixed all StatConsiderations not targetting the correct stats
Fixed StatCollection creating StatLinkers before finishing init
Fixed StatLinkers being created when no method name is set in data
- Shields will no longer be collected if you're already at max shields
- BaseCollectable can now be overriden to decide if it should be collected and SuckIn script checks it
Current linker usage ported to StatSimulators, used in Vital and Need, algorithims are stored in StatSimulators
Added core stats properties to Agent+Stats for caching
- A succesfull roll to drop a Shield now only has 20% chance to actually drop if the player is at full shields. Instead, it has an 80% chance to increase the bonus chance of a shield dropping next time. Basically, less chance of dropping a shield at full shields, bonus chance builds up so there's a higher chance of getting a shield drop when you actually need one. - Reduced all enemy shield drop basic chances from 5% to 2%
Vitals run their simulator after creation in StatCollection and set their current value to max.
BeholdR on player camera prefab
Hunt goal DPL inheritence
Fixed bad rotation on player camera prefab (don't let BeholdR move the camera in sync with scene view!)_
Moved Vital value initialization to Agent+Stats from StatCollection to ensure that all stat simulators can execute properly
- Cappeds shield drop bonus chance to 20%
Added new stats : Bravery, Threat (attributes) and Morale (vital)
Added some basic Morale adjustment math to Unit+Senses, cleaned up some perception code
Added ThreatLevelConsideration which does similar calc to the new code in Senses, scoring target threat level against bravery stats
Added SetUnitSpeed Action and UnitMovementSpeeds enum, plus data in Species Physiology params for the different speeds
Added Exhausted Effects, triggers when Stamina hits 0
Added RemoveEffect Action
Added SpeciesDietTypes and data to species params plus the UnitConditionFilterSet
- Branched for gameobject tests
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