250,363 Commits over 3,959 Days - 2.63cph!
Disabled collision spheres in anim viewer
Stability floating point inaccuracy fix
DM now drills down through Goals until it finds a GoalPlan
-fixed IM NRE error, was caused by missing InfMap being queried straight after creation (ie. before threaded process made one)
SmartObject creates interactions properly again
Building construction states are seperate from the primary state
Buildings now store a list of interactions flagged by BuildingStates
Added shit UI to create different building objects.
added roots to unity scene with normal map and lighting map
added high roots to ignore list.
Exported unwrapped roots and baked out normal and lighting. added to temple scene
Adding missing files from previous dungeon branch
Character and Level Select basic textures.
More Interaction and behaviour refactoring
- Changes to Move() and calls
- More movement cleanup. Removed EntitySeperator entirely
Military tunnels doors on grid
First batch of bunker rooms
Anim viewer now includes owl
Fixed access to court friction
Basic street prop spawning.
- 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.
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WIP BehaviourChain, IBehaviour refactoring
Wall sideways stability socket tweak
- Removed ReducedBackwardsSpeed and MoveForwards
Stability refresh of connected building blocks notifies along both male and female links
- Started refactoring movement related code. Also removed DebugStickToFloor - don't think it's used?
Special moves now trigger different ground effects
Fixed grass removal exploit
- Fixed bug causing enemies to not do melee damage correctly
- Fixed bug with BaseEntity not updating distance to player when not aware of player.
Added camera cross fade
Build post step for update file
FOR FUCK SAKE camera prefab
FOR FUCK SAKE shader
Updated Elvis ready face source
updates to Lion-El backhand anim source
Added Lion-El death 2 anim source
Updates to Owl & Lion-El rigs
Fixed PrefabAttribute sometimes returning true when comparing two instances that aren't equal
added zbrush roots and created high and low poly versions. unwrapping low poly
New character concepts. Straightend up Cowboy for Alex.