200,726 Commits over 4,171 Days - 2.01cph!

10 Years Ago
Fixed objectpool creating unityui mahem on stopping play in the editor
10 Years Ago
Env sync smooth approach
10 Years Ago
Don't run event schedule while still loading
10 Years Ago
Pixelate shader no longer falls back to black rectangle on low shader levels
10 Years Ago
Compile fix
10 Years Ago
Very slight progress
10 Years Ago
Env sync tweaks and fixes
10 Years Ago
relax gesture for hatchet weapon hold.
10 Years Ago
tweaked the wounded animations so they blend into the "get up" animation better. the player will pick a random wounded animation when he's shot (except for a headshot)
10 Years Ago
added Dylan's hit effects to 2DFX
10 Years Ago
- Fix for spawn locations in Area1_WIP1
10 Years Ago
Added racket script / prefab for lionEL
10 Years Ago
fixed holes on cloud city court outer mesh
10 Years Ago
Updated left hand positions for LionEL Added special move and tag to controller
10 Years Ago
Merge from main
10 Years Ago
made swamp court play area and collision larger to fit same size as test court
10 Years Ago
removed broken rope on raft
10 Years Ago
made swamp court raft bigger, updated texture
10 Years Ago
added new swamp raft psd with new colours
10 Years Ago
Savas roads.
10 Years Ago
More StatCollectionSettingsEditor
10 Years Ago
Added reverse lookup for batched mesh colliders
10 Years Ago
Savas triplet radtown.
10 Years Ago
Created an API to make it easier to make stat modifiers in code.
10 Years Ago
More fences and sewers parts, conc slabs, industrial buildings collisions Updated powerplant level, pivots cleanup
10 Years Ago
merge from main
10 Years Ago
Savas loot locations.
10 Years Ago
Clientside entities are SetActive( true) AFTER loading. This might cause errors in some components that expect Awake/Load to be called before Load'ing - but I think it's more logical for components that want to do stuff dependant on the entity in OnEnable Added BaseMonoBehaviour (MonoBehaviour with some logging stuff) Weapon switching DisableFlag is predicted
10 Years Ago
- Enemy packs are now randomly picked by mission builder - Refactored some mission building stuff to be in a less stupid place
10 Years Ago
- Missed these
10 Years Ago
Powerplant scene update, collision updates, more stairs barriers
10 Years Ago
Savas radtowns.
10 Years Ago
Need to rewite some stuff to better support server persist.
10 Years Ago
made wild west court area larger to fit same size as test court
10 Years Ago
made wild west court area larger to fit same size as test court
10 Years Ago
Effects are bundled automatically, labelled automatically Viewmodel animation effects state an effect name only, component defines the folder path
10 Years Ago
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10 Years Ago
StatCollection.Human, StatCollection.Animal Fixed potential NRE in Agent.InitializeStats()
10 Years Ago
added cloud city hole collision
10 Years Ago
removed mesh collider from glass
10 Years Ago
Silencer baseline
10 Years Ago
Removed collision from court prefab - now uses per scene collision Deuce mode WIP
10 Years Ago
- Added a MissionEmemySpawner that uses the Mission and enemypack definitions to spawn enemies - More MissionBuilder work
10 Years Ago
Powerplant scene update Metal ladders greybox set Some missing files
10 Years Ago
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10 Years Ago
Weapon mods can change some weapon stats
10 Years Ago
Cleanup
10 Years Ago
Fixed realm compile errors Removed cl_children (they're all just children)
10 Years Ago
Exposed more weapon stats
10 Years Ago
Silencer sound