243,459 Commits over 3,898 Days - 2.60cph!
Fix NRE in PlayerCamera+Input
Roofs can no longer be placed downwards
Reduced roof max placement distance
Owl - hold anim source files
Cowboy - six shooter source file changes
Cowboy - smash anim source update
Added source prototype six shooter special move anims
Actual CombatEffectTemplate UnityEditor compile fix
Bear and mammoth mat twaeks
TOD tweak
Refresh batched building mesh when rotating building parts
added light toggle to keybinds
Fixed some speeling mistakes
GamePhysics now uses the new allocation-free physics API
bundle fixes
brighter flashlight, narrower cone
CombatEffectTemplate missed #if UNITY_EDITOR
new building parts current files progress
set all shaders on swamp court to use deferred rendering. changed water shader to not use mirror reflect script and baked out new lighting
Downed rain collision quality
latet source files, bear and mammoth have vertex gradients baked in
new mammoth idle
removed unused bones that shouldnt have been there
removed old mammoth anims
shaders changed apparently
Removed old building system.
StatLinkerParameters no longer holds the StatSettings ref, instead we pass it in to the Create method from the collection on init
StatCollection holds a new StatLinkerPair struct in place of StatLinkerParameters, StatLinkerPairs hold StatSettings and StatLinkerParameters
Fixed StatLinkerAlgorithm not being serializable
ticked enable lightmap and light probes as that makes it consistant with the human
Commeting out bad cast in CombatEffectTemplate.CopyTo
Combat effect templates stuff WIP
- Custom playmaker action test, animation state toggling
should stop floating when getting hit
Automated Linux DS Build #161
Fixed bug where guns take wrong amount of ammo from inventory
First pass on adding a Math Algorithms API into the mix of things.
StatLinkerParameters now expose a StatLinkerAlgorithm unity event. Just need to expose it via the custom editor stuff (Bill).
Automated Windows Build #161
Automated Linux DS Build #160
- Rooms can now have a chance to override the level's enemy pack with their own specific one
Automated Linux Build #160
* Fixed "destination group" problem in multiplayer with npc_template_maker
* Added CNavArea.SetParent( CNavArea, type )
* Added CNavArea.GetParent() - returns CNavArea
* Added CNavArea.GetParentHow() - returns NavTraverseType
* Added CNavArea.ClearSearchLists()
* Added CNavArea.SetTotalCost( float )
* Added CNavArea.AddToOpenList()
* Added CNavArea.GetTotalCost() - returns float
* Added CNavArea.IsOpenListEmpty()
* Added CNavArea.PopOpenList() - returns CNavArea
* Added CNavArea.IsBlocked()
* Added CNavArea.IsOpen()
* Added CNavArea.IsClosed()
* Added CNavArea.RemoveFromClosedList()
* Added CNavArea.UpdateOnOpenList()
* Added CNavArea.AddToClosedList()
* Added CNavLadder.ConnectTo( CNavArea )
cut down head markings on bear (still just on top of ear and under lip)
new shader for animals and setup on bear and mammoth
shader could be horrible
Can throw melee weapons while running