240,314 Commits over 3,867 Days - 2.59cph!

9 Years Ago
- Majorly reworked more movement stuff. Completely removed BaseEnemyMovement component. BaseMovement is now purely resposinble for providing movement and collision functionality, driven by new AI components or player controls. - Removed BaseEnemyMovement script from all enemies, now just has BaseMovement - Added the new basic enemy AI component to all enemies and transferred behaviour settings that used to exist in BaseEnemyMovement
9 Years Ago
Disabled collision spheres in anim viewer
9 Years Ago
Stability floating point inaccuracy fix
9 Years Ago
DM now drills down through Goals until it finds a GoalPlan
9 Years Ago
manifest et al
9 Years Ago
Goals DM WIP
9 Years Ago
-fixed IM NRE error, was caused by missing InfMap being queried straight after creation (ie. before threaded process made one)
9 Years Ago
More building fixes
9 Years Ago
SmartObject creates interactions properly again
9 Years Ago
Fixing silly things
9 Years Ago
Building construction states are seperate from the primary state
9 Years Ago
New owl shots WIP
9 Years Ago
Buildings now store a list of interactions flagged by BuildingStates
9 Years Ago
Added shit UI to create different building objects.
9 Years Ago
added roots to unity scene with normal map and lighting map
9 Years Ago
added high roots to ignore list. Exported unwrapped roots and baked out normal and lighting. added to temple scene
9 Years Ago
- More
9 Years Ago
merge from main
9 Years Ago
merge from main
9 Years Ago
Adding missing files from previous dungeon branch
9 Years Ago
- More de-shitting
9 Years Ago
Character and Level Select basic textures.
9 Years Ago
More Interaction and behaviour refactoring
9 Years Ago
- Changes to Move() and calls
9 Years Ago
- More movement cleanup. Removed EntitySeperator entirely
9 Years Ago
Network++
9 Years Ago
Military tunnels doors on grid First batch of bunker rooms
9 Years Ago
Anim viewer now includes owl Fixed access to court friction
9 Years Ago
Basic street prop spawning.
9 Years Ago
- Moved movement speed modifier tracking/applying to a new component, MovementSpeedModifiers that gets added only if a speed modifier is applied for the first time.
9 Years Ago
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9 Years Ago
WIP BehaviourChain, IBehaviour refactoring
9 Years Ago
Wall sideways stability socket tweak
9 Years Ago
- Removed ReducedBackwardsSpeed and MoveForwards
9 Years Ago
Stability refresh of connected building blocks notifies along both male and female links
9 Years Ago
- Started refactoring movement related code. Also removed DebugStickToFloor - don't think it's used?
9 Years Ago
Special moves now trigger different ground effects
9 Years Ago
Fixed grass removal exploit
9 Years Ago
- Fixed bug causing enemies to not do melee damage correctly - Fixed bug with BaseEntity not updating distance to player when not aware of player.
9 Years Ago
Added camera cross fade Build post step for update file
9 Years Ago
Domain change callbacks
9 Years Ago
FOR FUCK SAKE camera prefab FOR FUCK SAKE shader
9 Years Ago
Updated Elvis ready face source
9 Years Ago
updates to Lion-El backhand anim source
9 Years Ago
Added Lion-El death 2 anim source
9 Years Ago
Updates to Owl & Lion-El rigs
9 Years Ago
Fixed PrefabAttribute sometimes returning true when comparing two instances that aren't equal
9 Years Ago
Removing debug logs
9 Years Ago
added zbrush roots and created high and low poly versions. unwrapping low poly
9 Years Ago
Debugging