201,326 Commits over 4,171 Days - 2.01cph!
Replaced Log2f with a macro
ambiguous call to overloaded function
Fixed redundant redefinition of _GLOSSYENV_BOX_PROJECTION in ScreenReflect.shader
Fixed redundant redefinition of _GLOSSYENV_BOX_PROJECTION in ScreenReflect.shader
[ultimate_soldier] walls block soldiers
[ultimate_soldier] walls block soldiers
[ultimate_soldier] gunshots stop when hitting walls
[ultimate_soldier] gunshots stop when hitting walls
[ultimate_soldier] carpets
[ultimate_soldier] carpets
New Unit Asset Settings system implemented. New group settings not yet implemented, and controllers for spawning not yet using these, but good to get it in. Also including the code for the previous failed attempt.
[ultimate_soldier] changed tilemap structure, blood depth
[ultimate_soldier] changed tilemap structure, blood depth
[ultimate_soldier] prevent shooting through walls
[ultimate_soldier] prevent shooting through walls
Icons for the different types of .asset we have should make it easier to work with.
[ultimate_soldier] trying to get bodies to not cover walls
[ultimate_soldier] trying to get bodies to not cover walls
tweaked some of the spear animations; added the sound fx for the spear
vm_spear ( wood / stone ) prefabs
* Fixed 3 NPC kill achievement not working
* Updated launcher icon
* Fixed Entity:SetCustomCollisionCheck and Entity:SetShouldServerRagdoll not being able to reset their values
Seal rig and some placeholder anims.
[ultimate_soldier] minor tweaks
[ultimate_soldier] minor tweaks
[ultimate_soldier] wall debris