200,015 Commits over 4,140 Days - 2.01cph!
Tweaked building components to prevent building inside rocks
Fixed DDraw errors since bundle change
merge from main/animalfootsteps
Add ability to control audiosource spread over time (so we can make the gunshot reverb tails less directional)
Improved gunshot sounds for some guns (WIP)
Updated Enum generation methods in BeforeEditor to work with SOv3 assets. (shouldn't conflict with the hardcoded types)
Language selection icon, explanation
Hapis watermap, radiation and loot. Oak errors. Network++
added some extra blood mist to the bullet impact fx so it's easier to see if you shot a player / animal
added script that enables the RPG viewmodel to swap out different RPG types
added a firebomb particles and (and accompanying script) that can be used for things like fire grenades etc..
small fix to the SwapRPG script.
fixed bullet texture on revolver
Can now use multiple ammo types
whole bunch of changes to the ammo/weapon system
//move num pellets into the ammo type
//move velocity base into the ammo type
//add velocity scalar to the weapon
//make eoka fire any rounds
added high velocity rocket (wip)
Change material on Igor char select
looped breathe
added animation switch
Added death anims to controllers Mavis/Igor
smoke grenade fbx + lod +prefab + materials + textures
added swamp_plants_diffuse_1, creating alpha texture
Made singleton class more robust (handle pre-init access)
Mavis selection screen idle
Started moving away from enums.
- Attribute Type removed and replaced with ScriptableObjectExt "Hashed Id" and AttributeSettings as parameters.
-merged from SOv3 so we're not all working on the same branch
Fixed flag being blurry
Fixed message spam when using hammer
Fixed message spam in inventory
Distribute textures in seperate, smaller asset bundles
Can now get in and properly drive vehicles.
fixing rotations and scales of rpg fbx's
Updated char select prefabs with position script
Added concrete barricade
Added stone barricade
Added sandbag barricade
Added floor spikes
Added fast LOD component for static objects (using the LOD grid)
textured up swamp plants alpha and combined in to proper meshes
added swamp plants to unity and set up materials
Added layer and light for frontend
Adjusted right hand position for player
Abstract settings clases now implement IComparable for selection in BeforeEditor tabs (Actions/Conditions/Triggers)
Collision added to test court
Fixed position script
Cleaning up tabs a bit, fixed NRE when getting derived types
-First pass at making SOs understand Resources.
Fixed server not saving stats properly
In editor etc, show english until phrases generated