251,218 Commits over 3,959 Days - 2.64cph!
Going home. More hacky VM shit.
These mats shouldn't be pink.
Sorting out instances for walls/rubble piles in powerplant
Fences and Walls models, LODs, Collisions
Ready to place prefabs, folders refactor
- Item definitions now have an unlock level
- Added simple ItemDatabase that can return random weapons/items of upto specified unlock level
- Weapon drops now use the ItemDatabase to get an unlocked weapon
FOR FUCK SAKE rebuilt player prefab
FOR FUCK SAKE update weapon switch anim for the new rig
FOR FUCK SAKE player anim controller with the weapon switch anim
Updated LionEL controller - copied Igor shot stats and implemented new smash
Automated Linux DS Build #192
Automated Windows Build #192
FOR FUCK SAKE rebuilt playership prefab
FOR FUCK SAKE cockpit animation controller with hit state
!A cockpit hit anim
Automated Linux Build #192
Clients prioritise mounting of the game that the current map belongs to
Sway is much better, now rotates around a set pivot.
-camera target doesn't go underground when zooming in at low fps anymore.
-fixed condition template
- Switched weapon pickup and weapon swap button bindings on gamepad
- Spikeys now have less chance to move towards the player each new movement direction tick
New feedback buttons, new menu mockup, new font to try out.
added shadowmeshes to ww scene, changed quality settings to high
re-exported high and low shadowmeshes with backs on, and added higher poly wire as the old one had artefacts
Added remaining characters to select
Updated cowboy HUD anim controller with correct face anims
created shadow mesh for ww
working on new meshes for dojo
FOR FUCK SAKE playership prefab, animation controler / setup the player with the animation and set it up so it doesn't look damaged
FOR FUCK SAKE playership anim
FOR FUCK SAKE playership texture/material
!A cockpit animation controller+anim
!A playership anim
Added atmospheric music 22
ADS much better. Sway pivot...
More standard shader compilation polish
plaster_a generic textures
Ignore "Coroutine continue failure" errors
Fixed speedtree shader compilation errors in dx9
Fixed potential shader issues in obscure configurations
- Mortar launcher now ensures mortat target positions are within the level area.
Removed shader warmup (linux crash bug)
Fixed low res terrain rocks
- Spawned spikeys also have the new movement behaviour
- Removed RoomF from factory tileset as it's knackering everything up
- Made a new random AI movement component. % chance to move towards player, else move in a random direction, every x-x seconds
- Applied new movement to spikeys
- Added an alarm sound effect when low on portal energy
Unit death changes, added anim bool and secondary state blah blah blah
optimized bear model LODs
- Rooms can now specify a random range for how many weapon drops to assign to it's enemies
- All invidivudal enemies have had chance to spawn weapons set to 0
- Lowered crates chance of weapon spawning
Fixed floor grill thinking it was a door
updated phrases
Elvis - Smash main update, added smash body & stretch source
Elvis - Smash main update, added smash body & stretch
Fixed issue with BehaviourChain not completing properly
Fixed flee destination calc being stupid
Disabled ragdoll behaviour on animators entirely
Added InCombat bool param to base animal anim controller and human controller
Renamed "ow" anim state to "hit", removed EnableRagdoll behaviour
- Increased number of loot crates per room
- Loot crates have less chance of dropping ammo