250,318 Commits over 3,959 Days - 2.63cph!
Entity creation pass through
- Room culling/toggling optimizations and now correctly toggles rooms when going back
Don't init steamworks in editor
UnitCanFindRequiredToolConsideration checks if the Item is held
adding broken and cracked stones to temple court
adding broken stones to temple court
BAssert throws an error - not a warning
BAssert throws an error - not a warning
- Merged in 1st pass at room culling
Mavis flying backhand stand
Building stability is supported by both construction and stability sockets
Lowered barricades slightly to 1.25
Large wood storage box model and textures re-skin
-customizable camera start angle/distance
FOR FUCK SAKE factory scene background
FOR FUCK SAKE player wip sight
FOR FUCK SAKE remove shadow on particles
!A factory1 scene cubemap
Deleted impala again
Species IMA tweaks
Create console command via attribute
Create console command via attribute
Removed Mavis forehand blends
- Quick room toggle test (commented out)
- Enemies and loot crates are now parented to their spawning room
- Disabled enemy chatter speech bubbles for now
- Gameobjects that get swapped in for old ones using LevelBuild_Spawn script now get parented to the previous objects parent. So they get grouped to the rooms
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Added "Particles/PixelLit Blended Custom" simplified per-pixel lit particle shader (normal map; vertex lights; opacity-based transmission)
Mavis flying run north/south & ready
- Mouse cursor visiblity is now toggled with F4 UI
- Added level debug UI from shelf to main, press F4 to toggle room slider
checked in emissive material
made court markings emissive. moved stone flooring apart and changing lighting to be warmer. reduced normal and smoothness on stone floors and put in some early lighting
moved floor stones apart again to show court lines
Removing the idle ability stuff from Agent+DecisionMaker, UnitDecisionMaker now handles the distinction between targetted and "Idle" Abilities
Numerous data tweaks
Removed GoToRandomUnit Action
Added Flee To Safety Ability and DSE