238,093 Commits over 3,837 Days - 2.59cph!
changed the pickaxe hit sound so it's synched better with the animation
adjusted attck animations of all view models so it lands in the center of screen. set up the alternate attacks for the boneknife, and salvaged_axe
mecanim behaviour script that will handle alternate animations to be played for the attack
nullified the weapon bob when the player is aiming down the sights
Experimental lua support, not quite working.
Experimental lua support, not quite working.
Premake script now requests the location of unity assemblies when first executed.
Premake script now requests the location of unity assemblies when first executed.
Removed Unity DLL files from source control.
Removed Unity DLL files from source control.
Automatically generated bindings are now functioning in Unity.
Automatically generated bindings are now functioning in Unity.
Biome-specific grass textures for Andre.
Added support for Arcs that could be lines.
Property generation for interfaces implemented.
Property generation for interfaces implemented.
sound effects for the salvaged_axe; added some weapon specific hit effects for the hatchet / stone_hatchet / pickaxe
salvaged axe prefab; tweaked various settings on some other view model prefabs
special fx events for the salvaged_axe
made some tweaks to several of the view model animations to fix some of the clipping on the arms.
Upgraded project to U5, let's hope this works.
Upgraded project to U5, let's hope this works.
Started work on a new approach to bindings generation.
Started work on a new approach to bindings generation.
Added additional directional head flinch
It now also works when Arcs need reversing as well. At some point I really need to re write the arc class
Clamping arcs at intersections now! Need to work out the case when an arc is equal to a line.
vm melee hit anim updates
Camera Controller now choose itself what to disable when UI is in Modal state. Thus we now smoothly ease to a stop when the radial menu pops up while we were moving, for instance.
Locally pausing games when the player requests to stop playing before waiting for server confirmation, this is so the local pause screen matches the last frame sent to the server.
Locally pausing games when the player requests to stop playing before waiting for server confirmation, this is so the local pause screen matches the last frame sent to the server.
More work on cleanup. UIManager can now expose InModalState, which in turn PlayerController enables when opening the radiual menu, thus preventing the Camera Controller to receive input. Might be we'll want the Camera Controller to control itself what is enabled and disabled when UI is in modal state, but at least this is a first step.
Fixed project dependencies by correcting a bug with premake.
Fixed project dependencies by correcting a bug with premake.
Added mesh colliders to hazmat suit parts
Hatchet, Boneknife, Pickaxe should be functional - even if the animations are kind of odd
PreGen projects are now generated for each project flagged for binding generation.
PreGen projects are now generated for each project flagged for binding generation.
Lightmaping on whitebox and island_small_1
Started implementing project parsing for bindings generation, will probably try a different approach.
Started implementing project parsing for bindings generation, will probably try a different approach.
Refactored grass system to support multiple instances thereof
Added support for using different filters for every texture in the atlas to the grass system
Removed some unused code from TerrainMath
Added triangle shaped foundation (test) http://files.facepunch.com/garry/2014/September/12/1410522651.jpg