251,149 Commits over 3,959 Days - 2.64cph!
- Added button text to weapon pickups
- Renamed some weapons
ReorderableListDrawer refactor, no longer generic, pulls assets lists on demand
roof conditional models 2.0 upgrade
Rock and metal foundation steps no longer remove foundation sides (since they're not solid beneath them)
Started work on the statistical model concept.
- Weapon names now appear above weapon pickups when in range to collect
Fixed a few bugs with server NRE + group change bugs.
Metas, removed EGL from ReorderableListDrawer
-camera bugfixes + some commenting
Vis.Colliders is allocation-free and supports collider subclasses as the generic type
- Level progress bar work
New types to files, comments, comments everywhere
Fixed all the data I broke, ActionChain loops through all actions on break and executes any marked ExecuteOnBreak by their wrapper
Fixed potential signage NRE when database was deleted
ActionSettingsWrapper / break execution WIP refactor
- Rooms are now assigned invididual time allowances and when the level is generated, the total time allowed is calculated
- Set some initial time values
Native updates, Protocol++
Cowboy - character selection update
Smash main update, smash body & stretch WIP
added gravity, removed sub-d modifier
Concrete trim textures
Brick wall b textures
baby "item" attached to back slot
- Added a portal energy timer which counts down, gameover if it reaches 0 and the level exit portal closes before you reach it
- "Cash" from dead enemies now replenishes portal energy
- Room tweaks
If we detect a crash on startup, mark steam content as corrupt
new birds
new human child
latest unit assets
setup to spawn in biome and move files around folders(a folder is like a filing cabinet on your compute, you put stuff in it)
Roof conditional model adjustments
Don't need to copy pdbs now we have a symbol server
Cowboy - character selected anim
merge from branch I accidently made