199,699 Commits over 4,140 Days - 2.01cph!
birds; sparrow, crow and gull prefabs and flocks setup.
also made a low detail bird model that can be swapped to test with if we feel performance on big flocks is to much of a hit
merge from branch I accidently made
Cowboy - character selected anim
Don't need to copy pdbs now we have a symbol server
Roof conditional model adjustments
setup to spawn in biome and move files around folders(a folder is like a filing cabinet on your compute, you put stuff in it)
new birds
new human child
latest unit assets
If we detect a crash on startup, mark steam content as corrupt
- Added a portal energy timer which counts down, gameover if it reaches 0 and the level exit portal closes before you reach it
- "Cash" from dead enemies now replenishes portal energy
- Room tweaks
baby "item" attached to back slot
Concrete trim textures
Brick wall b textures
added gravity, removed sub-d modifier
Cowboy - character selection update
Smash main update, smash body & stretch WIP
Native updates, Protocol++
- Rooms are now assigned invididual time allowances and when the level is generated, the total time allowed is calculated
- Set some initial time values
ActionSettingsWrapper / break execution WIP refactor
Fixed potential signage NRE when database was deleted
Fixed all the data I broke, ActionChain loops through all actions on break and executes any marked ExecuteOnBreak by their wrapper
New types to files, comments, comments everywhere
- Level progress bar work
Vis.Colliders is allocation-free and supports collider subclasses as the generic type
-camera bugfixes + some commenting
Metas, removed EGL from ReorderableListDrawer
Fixed a few bugs with server NRE + group change bugs.
- Weapon names now appear above weapon pickups when in range to collect
Started work on the statistical model concept.
Rock and metal foundation steps no longer remove foundation sides (since they're not solid beneath them)