201,394 Commits over 4,171 Days - 2.01cph!
Whaley whaley whaley whaale
Bindings are now generated from methods in static classes marked with GenerateBindings.
Bindings are now generated from methods in static classes marked with GenerateBindings.
Fixed the issue with reversing clamps.
Implemented tangent snapping.
Updated vm melee weapon source files
updated vm melee weapon anim contact points, reactions,events & controllers
Decreased grass vertex count (performance test)
salvaged hammer is all done;
prefabs for the salvaged hammer and its various fx
adjusted the attack animation so it hits the center of screen
Bindings generation now amends project files to include the generated source files.
Bindings generation now amends project files to include the generated source files.
Updated TOD, trees, whale. Water.
Missed some bits because aaaah fuck you beta 4 and your random folders.
REALLY PLASTIC IS THIS HOW YOU GONNA PLAY ME?
[memory_dungeon] made apples replenish hunger
[memory_dungeon] made apples replenish hunger
[memory_dungeon] removed the blink when item added to inventory
[memory_dungeon] removed the blink when item added to inventory
added an int version of Clamp to Mathf
added an int version of Clamp to Mathf
[memory_dungeon] started on enemy vs player attacks (and all player Items are now just Weapons
[memory_dungeon] started on enemy vs player attacks (and all player Items are now just Weapons
Terrain shading debug props.
Just merging these things that seem to want changing :P
Made ores spawn everywhere (at least for the time being)
[memory_dungeon] enemies flip back face down after attacking
[memory_dungeon] enemies flip back face down after attacking
Added triangular floor peice
Wolf meat is now proper cookable
updated player rock attack to better match timing of viewmodel
Added support for single-precision floats in bound members.
Added support for single-precision floats in bound members.
Project files are no longer amended if no changes are necessary.
Project files are no longer amended if no changes are necessary.
Fixed players sometimes spawning inside objects
Ragdolls for boar, bear, stag
Tweaked player ragdoll (should fix LOD issues)
Fixed supply drop not dropping
Some refactoring and started work on a Bindable abstract class for instantiable types that are exposed to Jurassic.
Some refactoring and started work on a Bindable abstract class for instantiable types that are exposed to Jurassic.
Moved mouse interaction with Unity Controllers over to a custom implementation, which solved all the problems we were facing with the uGUI based approach.
Fixed physics / metabolism water level being higher than the water plane