200,016 Commits over 4,140 Days - 2.01cph!
Fixed notifications widget not being registered with the game UI screen
Human male ragdoll tweak
Hooked up stab decals and effects
Hooked up footprint decals
Made footstep sounds of the local player / other players more deterministic
Updated wearable pumpkin's face
Added LionEL dives to controller
Activity cleanup/notification improvements/cleanup
Agent Behaviour and DM ticks can be independently controlled
Disable Agent Behaviour and DM on Unit death
Building/Resource interactions all use positions
Updated Lion-El volley forehand stretch for better blending
- Refactored a bunch of floor collision/height check stuff
- Fixed enemies/crates etc not spawning at the correct height in areas above or below 0
Mavis / LionEl charge shot visual effect
Mavis can return dive shots
Lotblocks are now clipped by the roads and island.
Theres a bug somewhere though!
- Disabled GO button when starting a mission from mission select so it doesn't look like it's hanged
added deuce indesign doc and pdf
Another update for Lion-El volley stretch
Igor serve, bounce, serve walk updates (also removed clipping)
FOR FUCK SAKE factory prefab room, minimap tweak
FOR FUCK SAKE pipe entrance model/texture
!A minimap shader
C4 Explosion now has working dynamic light.
New Rocket Explosion
Deleted duplicate c4 explosion prefab
Lion-El volley update, added smash
Igor serve , serve walk & bounce updated
WIP items as tools, lots of editor cleanup and improvement
All Items have DamageStats exposed in editor when they are holdable (in hands)
Added UnitCarryingItemOfType and UnitHoldingItemOfType considerations
Added optional RequiredTool to both ResourceItemSettings and BuildingSettings
Added FindRequiredTool Action
Added UnitCanFindRequiredTool Consideration
Removed Equippable
Added Mavis volley shots to config
Add basic Unit.GoTo, used in FindItemOfType
FindRequiredTool uses Unit.GoTo
LionEL can now smash
Updated scene
- added "LEVEL" text to mission generation screen
- Reduced boozeburner max speed from 280 to 150
- Reduced the camera look offset amount from dist/2 to dist/4
- Added SpawnCost value to enemy scriptable objects and assigned values
- Enemy pack scriptable object rename
- Changed the way RoomSpawner spawns enemies. Each room now has a varying spawn budget and it spawns enemies until it runs out. Enemies cost more to spawn the more deadly they are.