199,956 Commits over 4,140 Days - 2.01cph!
Base gamemode's CheckPassword hook now uses default reason
Automated Linux DS Build #186
Automated Windows Build #186
Use premake 4 on linux + osx
Fixed "no configurations" error
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