250,395 Commits over 3,959 Days - 2.64cph!
Fixed pseudo procedural erosion not being applied properly
Rivers and lake are actual water.
Goosey has been committing to the wrong branch :S
Faster billboard rendering. Rivers flow down instead of up. Scene stuff.
view model SMG animations
setup the SMG mecanim controller
Tweaks menu - timings boilerplate
Smoother cross blending of terrain features, prefab mountains and monument terrain requirements
- Enemy abilities now support deactivation and duration timers
- Enemy shield ability values tweaked
added torch animation controllers to swamp court to make lights flicker
Disabled overlays (for now)
Added UI overlays for end points
RPG type 3 fbx + prefab + textures + material + LODs
textured and exported fish skull to swamp court env, set up material.
- Added EnemyAbilityManager as a central point for granting abilities, to move away from enemy prefabs controlling which abilities enemies can have
- Reworked some enemy ability scripts to use new system and deleted some old unused ones
- Added AbilityPicker script as a starting point for enemy ability assignment
- WIP shield enemy ability (all booze burners get it at the moment, and it doesn't turn off again yet)
- NameGenerator improvements. All names are unisex for now.
- Skill points are now awarded from level 2 onwards intead of 1
- Added targetted enemy health/name bar to top of gameplay UI
- Made targetFinder component
- Gave enemy prefabs real Name values
Further work on Frontend UI
Huge UI performance increase
Added eraser to map
Map drawing always enabled, pan around with right mouse button
Made console history culling less terrible
- Splitting the Before Editor into partials, added NameGenerator tab
- Improved NameGenerator a lot, it's not fucking stupid now :D
- Renamed Alert to Notification (PlayerNotifications)
- Updated GSD
ActivityManager now saves properly, with GameManager and the whole game.
Added missing world setup object to PlayerModel scene
Removed racket from Igor prefab
- Fixed hidden enemy in 1-1
Fixed blue shirt collision being scaled by 100x
Fixed metal plate collision being scaled by 0.3x
Fixed hazmat helmet collision being scaled by 10x
Added warnings if skinnedcollider is scaled
research bench 90% done ( minus artwork )
Spawntables. Climate. Stuff.
Basic male name generator stuff.
Reapplied lighthouse change from changeset 7789
Randomize monument placement order
rigged up the SMG and did some animations (deploy/idle)
Locked off special for AI when not available, can no longer attempt special when meter not full, added temp sound effect to warn player
- Updated TOD
- Organising UI widgets a bit, adding Widget classses for the player selection rect and time controls
- Moved the GameSpeeds enum and associated properties to GameManager
- TOD tweaks
Added Mavis backhand volleys & events
Fixed main menu NRE
Added "debugmode" start parameter