223,523 Commits over 3,684 Days - 2.53cph!
-Wno-inconsistent-missing-override for clang builds
Improved combat projectile handling
Fixed AttackUnit action callback NRE, removed stupid code in Tick
Don't strip tool cupboard triggers from the client (so demolish / rotate UI options match server side checks)
rocket decals, decal textures, backup
Fixed missing key error in DecisionMaker.ModuleIsValid
tweaked pixel debris
removed powerup class, added bubble shield, etc
refactoring patterns, octopus done
tentacle partially converted to forms
working on respawning with child pxcs
fixed some issues with respawning while having child pxcs
fixed respawn core bug
tweaked pxc collision danger slowdown amount
form core handled like other parts
reworking spritecontroller animation
spritecontroller default anim
animated sprite controller
load spritesheet anims from json
rehooked up octopus
rehooked up tentacle, bullets can avoid player instead of homing
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Resources/Units/Octopus.prefab
# Assets/Resources/Units/OctopusTurret.prefab
# Assets/Resources/Units/TentacleMonster.prefab
# Assets/Scenes/game.unity
# Assets/Scripts/Chunks/PixelGroupChunk.cs
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/GameManager/ImportManager.cs
# Assets/Scripts/Globals.cs
# Assets/Scripts/Laser.cs
# Assets/Scripts/Player/Components/Player_Body.cs
# Assets/Scripts/Player/Components/Player_Health.cs
# Assets/Scripts/Player/Components/Player_Powerups.cs
# Assets/Scripts/Player/Guns/PlayerGun.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Pxc/Pxc.cs
# Assets/Scripts/Stages/Levels/BossStage.cs
# Assets/Scripts/Stages/Levels/HubStage.cs
# Assets/Scripts/Stages/Levels/OctopusStage.cs
# Assets/Scripts/Stages/Levels/RobotStage.cs
# Assets/Scripts/Stages/Levels/TentacleStage/TentacleStage.cs
# Assets/Scripts/Stages/Levels/YellowStage/YellowStage.cs
# Assets/Scripts/Stages/StageComponents/Stage_LineParticles.cs
# Assets/Scripts/Units/Octopus/Octopus.cs
# Assets/Scripts/Units/Octopus/OctopusTurret.cs
# Assets/Scripts/Units/Portal/Gate.cs
# Assets/Scripts/Units/Portal/Portal.cs
# Assets/Scripts/Units/Robot/Robot.cs
# Assets/Scripts/Units/TentacleMonster/Tentacle.cs
# Assets/Scripts/Units/TentacleMonster/TentacleMonster.cs
# Assets/Scripts/Units/UnitComponents/Unit_Forms.cs
# Assets/Scripts/Units/UnitComponents/Unit_Pxc.cs
# Assets/Scripts/Units/YellowGuy/YellowGuy.cs
New map scales with truck speed
Added mini map background
Testing hack fix for eye adapatation NRE
Create instance of grass material at runtime to avoid local changes
Move windows scripts in to win32 dir
Updated map mode switching
Added scale
some improvement to combat anims maybe
rehooked up tentacle, bullets can avoid player instead of homing
VPC: Added VCPROJ Solution GUID for VS2017 projects
Run premake before building dependants
VPC: Update fmtstr, remove perforce stuff, builds with VS2017
Set player name labels to match the NPC ones
NPC names set and synced to clients
New interaction system for NPCs. Stops their huge hitboxes blocking interaction with other interactables like doors etc when they get in the way. May need some tweaks.
spritecontroller default anim
animated sprite controller
load spritesheet anims from json
Updates post pro stack from github
Updated ASE
Removed DX9 and Vulkan support
Disabled DX9 target platforms for all ASE shaders
Basics
More bulma
Progress
Fixed placeholder coloring
Fiield fixes
Serverlist cleanup
loading icon fix
Cleanup js
Controller cleanup
More cleanup
Front page cleanup
Fixed a tiny pink shell in the SMG viewmodel
Fixed pink SMG magazine in first person
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