100 Commits over 61 Days - 0.07cph!
Added a couple more pickupable items
Cleaned out junk folder, deleted a lot of unused stuff
Cleaned out materials from items folder
deleted some unused scripts, changed some item costs
Added quick stunned vfx prefab
Copied over Rust's asset importer (don't import materials/anims by default) Changed existing models import settings
Updated materials in prefabs
Locked players during intro
Started refactoring contract stuff
Contracts now spawn every 20 seconds
FOV projector doesn't effect TransparentFX
Initial knockback, placeholder stunned vfx
Updated T joint thickness
Players drop items on collision
Don't toss item on collision
Dropped items in collision have velocity set to 0
Added palceholder stunned vfx, removed animator from playermodel
Added animations folder (implement if there's time)
Merge from PlayerCollisions
Make held items use same physmat as players (was getting stuck on corners)
Updated contracts with fail state and fail timer
Reduced height of walls again (maybe do an xcom style see through walls in the future?)
Rough end of round star score
Added Multi-Level scene
Made fov based on player height
Scaled walls below ground
Added playerblocker layer
Added new levels to build
Made kitchen chair not cost 0
Added descriptions to level select
Added quit / retry after results
culled fovmesh from maskcamera in level02
Changed round time and score
Re-addded level3 and added to build
made lobby spawn player previews, made contract clipping distance larger
First pass at FOV shaders / effect
Added colour tint to shader
Added cut through FOV render
Added colors and controller icons. Added Level select as separate menu. Player previews are maintained throughout scene changes.