255,064 Commits over 3,990 Days - 2.66cph!
Added concrete barricade
Added stone barricade
Added sandbag barricade
Added floor spikes
Updated char select prefabs with position script
fixing rotations and scales of rpg fbx's
Can now get in and properly drive vehicles.
Fixed flag being blurry
Fixed message spam when using hammer
Fixed message spam in inventory
Distribute textures in seperate, smaller asset bundles
-merged from SOv3 so we're not all working on the same branch
Started moving away from enums.
- Attribute Type removed and replaced with ScriptableObjectExt "Hashed Id" and AttributeSettings as parameters.
Mavis selection screen idle
Made singleton class more robust (handle pre-init access)
added swamp_plants_diffuse_1, creating alpha texture
smoke grenade fbx + lod +prefab + materials + textures
Added death anims to controllers Mavis/Igor
Change material on Igor char select
looped breathe
added animation switch
added high velocity rocket (wip)
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
fixed bullet texture on revolver
small fix to the SwapRPG script.
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..
Hapis watermap, radiation and loot. Oak errors. Network++
Language selection icon, explanation
Updated Enum generation methods in BeforeEditor to work with SOv3 assets. (shouldn't conflict with the hardcoded types)
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)
merge from main/animalfootsteps
Fixed DDraw errors since bundle change
Tweaked building components to prevent building inside rocks
Split GameOptions into a partial
This should help with dropped items falling through rocks and stuff
Renamed Ruins/Resources back to Ruins/NotResources
Attribute/Need/Effect/SmartObject creation through BeforeEditorWindow (just the asset + name, no data editing yet)
- Fixed repaint error in BeforeEditorWindow
- Added support for editing assets "properly" using SerializedObject/Property to BeforeEditorTab
Merge from unsuckhapis1
Network++
Converted cull grid to a generic LOD grid (can of course still be used to cull stuff)
BeforeEditorTab asset creation form base method/layout added
- Added BeforeEditorTab class for better tab mangement in BeforeEditor (BeforeEditor partials now seperate classses derived from BeforeEditorTab)
- 5.1.0b5
Added Igor select screen idle