244,651 Commits over 3,898 Days - 2.62cph!
Automated Linux DS Build #194
Automated Windows Build #194
Automated Linux Build #194
Renamed Awesomium:Stop() to Awesomium:StopLoading()
VMatrix:__mul no longer crashes when given non-userdata values
L4D2 DLC content is now mounted
include() now passes any returned values from the loaded file
added File:ReadLine()
- Quit buttons now quit the game, not to old title screen
Next Goal Plan Variant as part of Debug Inspector.
- Ammo from weapon drops is now autocollected when in range, without needing to pickup the weapon
- Reduced ammo from weapon drops to 100 from 150
Mavis - smash anim updates
Elvis - forehand dive update
Mavis - fixed issues with smash anims
Made changes to atmospheric pieces 1-5
Just adding sanity checks to graphics options. No guarantees code-side.
- Reduced length of first level
- Increased size + colour of ammo drops
- Ammo and weapons now correctly save and load across levels
Fixing issues with item pool and resource item dispense
FOR FUCK SAKE tweak throw animations
ItemManager pooling/cache
Fog tweaks
Campfire update
Cursor source psds
Lets use Unity's shitty cursor rendering
Fuck off SSAA you break everything
Updated physics layer collision matrix to reduce UnitCollection trigger overhead
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Added AntiAliasing GraphicsOption
Added draft protection/fight back goals data
Fixed double click delay being too small
Renamed optiosn class partial
Added UnitIsTargettingMeCondition (ew)
Updated ThreatLevelConsideration to pull data from senses
Fixed entity vis query ignoring entities with triggers as colliders
Added target tracking to Unit+Combat, InCombat UnitFlag and some other combat related tweaks
Started adding mouse driven front end
Remove dead units from UnitCollections
- Quick leaderboard testing class
Updated Owl controller - now has multi height smash and can transition from hit to run