199,778 Commits over 4,140 Days - 2.01cph!
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)
roof conditional models 2.0 upgrade
ReorderableListDrawer refactor, no longer generic, pulls assets lists on demand
- Added button text to weapon pickups
- Renamed some weapons
Tried something with look angles. Did't really work.
Maybe position of the option matters
Render stuff in a separate native dll (so linux server doesn't try to load it)