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Spillexpo Release #325
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Spillexpo Release #325
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WantedPoster.cs now sets text instead of using SetActive, thus text no longer moves around when new elements appear.
…ring # Conflicts: # Assets/Scenes/CraterTown.unity
Issues with assigning delegates in matchController before onRoundStart triggers is the reason for the new ienumerate
Adjusted Scoreboard
-Scene added behind main menu -Camera moves when options button is clicked -Camera Moves back to original view when back button is clicked
This makes his magnificent voice audible.
Replace First with FirstOrDefault to avoid exception when there's no one else alive.
Fix exception on solo suicide
- Add invisible plane colliders as boundaries - Fix some props that intersect with buildings
* Added individual planes as a model layer, it has no other purpose than looks. Also made grand canyon static except for the giant fan children * added giant fan model with animation * layer remodeled, improved * modeled layer 2 and layer 3 * modeled metal pillar and added particles to fans --------- Co-authored-by: Christopher Braathen <chrbraa@stud.ntnu.no>
…ndaries Add boundaries to Crater Town
Fix spawnpoint placement
…r-voicelines Normalize auctioneer voicelines
…lanet-rampage Add new battle theme: Red Planet Rampage
The popup images now reside in the popup prefab, which means much less effort is required to add more images.
- Missing from item - Insane firerate - Not added to staticinfo
* Add audio to chips + auctioneer sale, make colonel less likely * Add curly curtains to bidding scene --------- Co-authored-by: Tore Bergebakken <tore.bergebakken@gmail.com>
Weapon construction
Add logo to main menu
…ring # Conflicts: # Assets/Prefabs/Gamestate/MatchManager.prefab
Changed reference to deprecated class
Feature/post match scoring
Feature/sodiepopper
* added building models to crater town scene --------- Co-authored-by: Christopher Braathen <chrbraa@stud.ntnu.no> Co-authored-by: Fredrik Lillemoen Eiding <fueredoriku@gmail.com>
* Add seeker model. - Tweaked some stats - Cleaned up some UI elements
- Provide direction of shot in damage info - Use this to knock the players' torso back (more complex behaviour could be added later, but this works well enough) - Determine knockback force based on damage (this works well for explosions too)
- Shotgun projectile count - Projectile speed for all barrels, particularily the cannon which has reduced speed (dunno what to do with the hitscan barrels here)
100 units is just enough to hit things on the other side of both maps, as long as they aren't mere dots in the distance. Should be sufficient. - Refactored collision sample calculation to let us specify samples per unit distance instead of total sample amount, so that one only needs to increase the max distance in order to actually increase the range. - Increased the ranges of all hitscan weapons, including the shotgun.
ghost
added
the
new release
Pull requests from another branch (usually `dev`) into the `main` branch
label
Nov 26, 2023
Closed
Knock ragdolls away on player death
* Update readme
…tats Make displayed stats match actual stats and adjust ranges
toberge
approved these changes
Nov 27, 2023
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let's-a-go!
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Needs #347 before merge
Known issues: