200,006 Commits over 4,140 Days - 2.01cph!
* Fixed GMPublish not updating addon tags
* Fixed game_ui entity not releasing player input on player death.
FOR FUCK SAKE attempt to fix weird error
created swamp fish bone head and started to unwrap
added howie's concpet to reference folder
ActivityManager saves and loads, tho it doesn't do so when saving/loading the whole game. But it is added as an Extension to GameManager, which was also adapted to save/load with it.
Fixed main menu NRE
Added "debugmode" start parameter
Added Mavis backhand volleys & events
- Updated TOD
- Organising UI widgets a bit, adding Widget classses for the player selection rect and time controls
- Moved the GameSpeeds enum and associated properties to GameManager
- TOD tweaks
Locked off special for AI when not available, can no longer attempt special when meter not full, added temp sound effect to warn player
rigged up the SMG and did some animations (deploy/idle)
Randomize monument placement order
Reapplied lighthouse change from changeset 7789
Basic male name generator stuff.
Spawntables. Climate. Stuff.
research bench 90% done ( minus artwork )
Fixed blue shirt collision being scaled by 100x
Fixed metal plate collision being scaled by 0.3x
Fixed hazmat helmet collision being scaled by 10x
Added warnings if skinnedcollider is scaled
- Fixed hidden enemy in 1-1
Removed racket from Igor prefab
Added missing world setup object to PlayerModel scene
ActivityManager now saves properly, with GameManager and the whole game.
- Splitting the Before Editor into partials, added NameGenerator tab
- Improved NameGenerator a lot, it's not fucking stupid now :D
- Renamed Alert to Notification (PlayerNotifications)
- Updated GSD
Huge UI performance increase
Added eraser to map
Map drawing always enabled, pan around with right mouse button
Made console history culling less terrible
Further work on Frontend UI
- Added targetted enemy health/name bar to top of gameplay UI
- Made targetFinder component
- Gave enemy prefabs real Name values
- Skill points are now awarded from level 2 onwards intead of 1
- NameGenerator improvements. All names are unisex for now.
- Added EnemyAbilityManager as a central point for granting abilities, to move away from enemy prefabs controlling which abilities enemies can have
- Reworked some enemy ability scripts to use new system and deleted some old unused ones
- Added AbilityPicker script as a starting point for enemy ability assignment
- WIP shield enemy ability (all booze burners get it at the moment, and it doesn't turn off again yet)
textured and exported fish skull to swamp court env, set up material.
RPG type 3 fbx + prefab + textures + material + LODs
Added UI overlays for end points
Disabled overlays (for now)
added torch animation controllers to swamp court to make lights flicker
- Enemy abilities now support deactivation and duration timers
- Enemy shield ability values tweaked
Smoother cross blending of terrain features, prefab mountains and monument terrain requirements