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3D Assets
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monochrome emission
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2021-03-17 15:24:03 +00:00 |
AlphaChar
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speed up walk anim
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2021-03-05 18:08:55 +00:00 |
Animation
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Updated animations. Disabled player controller during death. Generally cleaned code.
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2021-02-15 16:23:29 +00:00 |
Audio
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tweaked VO settings
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2021-03-05 17:17:58 +00:00 |
BLOCKOUT
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Created small block out of the level for the programmers to test the mechanics
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2021-02-09 15:48:42 +00:00 |
Data
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basic world space artefact interaction prompt
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2021-03-12 17:15:27 +00:00 |
Editor Default Resources
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import fmod plugin
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2021-02-22 15:25:38 +00:00 |
ExampleAssets
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initial commit
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2021-01-25 19:44:17 +00:00 |
Fonts
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fixed weird subtitle issues
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2021-03-15 17:15:18 +00:00 |
Gizmos
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import fmod plugin
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2021-02-22 15:25:38 +00:00 |
Levels
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power tweaks, scene & prefab fixes
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2021-02-22 17:11:15 +00:00 |
Materials
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See below
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2021-03-01 18:10:11 +00:00 |
NuGet
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Feature/import dialogue
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2021-02-15 13:42:14 +00:00 |
PathCreator
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import pathcreator
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2021-03-12 14:33:05 +00:00 |
Plugins
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Merge branch 'main' into feature/audio-integration
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2021-03-05 15:39:03 +00:00 |
Polybrush Data
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Added a safezone that reports the position of the player whenever they are within the area.
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2021-02-15 09:44:04 +00:00 |
PostFX
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basic player controller and input handling
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2021-01-27 11:27:56 +00:00 |
Prefabs
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Made changes to the RollingBoulder script. The trap now works much more simply. The player enters a trigger and this sets the rigidbody to use gravity setting the boulder on its journey down the ramp. Player death works as with other traps. I need to speak with Cat as he mentioned using physics may not be the best, by this I assume he means gravity, so I need some advice on a different solution.
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2021-03-17 22:07:33 +00:00 |
Presets
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initial commit
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2021-01-25 19:44:17 +00:00 |
Scenes
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Made changes to the RollingBoulder script. The trap now works much more simply. The player enters a trigger and this sets the rigidbody to use gravity setting the boulder on its journey down the ramp. Player death works as with other traps. I need to speak with Cat as he mentioned using physics may not be the best, by this I assume he means gravity, so I need some advice on a different solution.
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2021-03-17 22:07:33 +00:00 |
Scripts
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Merge branch 'Camera2ndPass' into 'main'
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2021-03-15 16:51:40 +00:00 |
Settings
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artefact preview
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2021-03-11 15:50:19 +00:00 |
Shaders
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Added a shader with dissolve effect. Ckleaned up use of tags now using compare.tag which is more efficient. The spike trap is now functionally working however, ppolish does need to be applied to the final outcome.
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2021-02-26 14:50:30 +00:00 |
StreamingAssets
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added graphics adjustment
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2021-03-08 16:26:33 +00:00 |
TextMesh Pro
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basic player controller and input handling
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2021-01-27 11:27:56 +00:00 |
Textures
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artefact preview
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2021-03-11 15:50:19 +00:00 |
TutorialInfo
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initial commit
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2021-01-25 19:44:17 +00:00 |
UI
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fixed dialogue font
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2021-03-15 16:21:40 +00:00 |
3D Assets.meta
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Created the ALPHA level with collisions on geometry
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2021-03-02 19:33:54 +00:00 |
AlphaChar.meta
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no message
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2021-03-05 18:44:27 +01:00 |
Animation.meta
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Added a safezone that reports the position of the player whenever they are within the area.
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2021-02-15 09:44:04 +00:00 |
Audio.meta
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implement vo lines via programmer instrument lol
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2021-03-05 15:34:52 +00:00 |
BLOCKOUT.meta
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Created small block out of the level for the programmers to test the mechanics
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2021-02-09 15:48:42 +00:00 |
Data.meta
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Feature/import dialogue
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2021-02-15 13:42:14 +00:00 |
Editor Default Resources.meta
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import fmod plugin
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2021-02-22 15:25:38 +00:00 |
ExampleAssets.meta
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initial commit
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2021-01-25 19:44:17 +00:00 |
Fonts.meta
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gameflow
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2021-02-12 09:32:10 +00:00 |
Gizmos.meta
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import fmod plugin
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2021-02-22 15:25:38 +00:00 |
InputSystem.inputsettings.asset
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bug fix in InputSettings UpdateMode
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2021-03-02 17:50:27 +00:00 |
InputSystem.inputsettings.asset.meta
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package setup
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2021-01-27 07:43:40 +00:00 |
Levels.meta
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gameflow
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2021-02-12 09:32:10 +00:00 |
Materials.meta
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initial commit
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2021-01-25 19:44:17 +00:00 |
New Lighting Settings.lighting
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Added the trim sheet to Engine wiht its meshes, Set up some basic lighting pass, Built some of the world
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2021-02-26 18:40:13 +00:00 |
New Lighting Settings.lighting.meta
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Added the trim sheet to Engine wiht its meshes, Set up some basic lighting pass, Built some of the world
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2021-02-26 18:40:13 +00:00 |
New Terrain 1.asset
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Added a safezone that reports the position of the player whenever they are within the area.
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2021-02-15 09:44:04 +00:00 |
New Terrain 1.asset.meta
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Added a safezone that reports the position of the player whenever they are within the area.
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2021-02-15 09:44:04 +00:00 |
New Terrain.asset
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Added a safezone that reports the position of the player whenever they are within the area.
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2021-02-15 09:44:04 +00:00 |
New Terrain.asset.meta
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Added a safezone that reports the position of the player whenever they are within the area.
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2021-02-15 09:44:04 +00:00 |
NewShaderVariants.shadervariants
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Added a shader with dissolve effect. Ckleaned up use of tags now using compare.tag which is more efficient. The spike trap is now functionally working however, ppolish does need to be applied to the final outcome.
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2021-02-26 14:50:30 +00:00 |
NewShaderVariants.shadervariants.meta
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Added a shader with dissolve effect. Ckleaned up use of tags now using compare.tag which is more efficient. The spike trap is now functionally working however, ppolish does need to be applied to the final outcome.
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2021-02-26 14:50:30 +00:00 |
NuGet.meta
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Feature/import dialogue
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2021-02-15 13:42:14 +00:00 |
PathCreator.meta
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import pathcreator
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2021-03-12 14:33:05 +00:00 |
Plugins.meta
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import fmod plugin
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2021-02-22 15:25:38 +00:00 |
Polybrush Data.meta
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Added a safezone that reports the position of the player whenever they are within the area.
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2021-02-15 09:44:04 +00:00 |
PostFX.meta
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basic player controller and input handling
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2021-01-27 11:27:56 +00:00 |
Prefabs.meta
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Changed Artefact and ArtefactInventory to Scriptable objects
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2021-02-19 15:14:14 +00:00 |
Presets.meta
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initial commit
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2021-01-25 19:44:17 +00:00 |
Readme.asset
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initial commit
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2021-01-25 19:44:17 +00:00 |
Readme.asset.meta
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initial commit
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2021-01-25 19:44:17 +00:00 |
RollingBoulder.cs
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Made changes to the RollingBoulder script. The trap now works much more simply. The player enters a trigger and this sets the rigidbody to use gravity setting the boulder on its journey down the ramp. Player death works as with other traps. I need to speak with Cat as he mentioned using physics may not be the best, by this I assume he means gravity, so I need some advice on a different solution.
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2021-03-17 22:07:33 +00:00 |
RollingBoulder.cs.meta
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Added the a RollingBoulder script as well as a boulder (sphere) and ramp (plane). Visual studio decided it wanted to update so saving work at this point.
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2021-03-17 20:50:08 +00:00 |
Scenes.meta
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initial commit
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2021-01-25 19:44:17 +00:00 |
Scripts.meta
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initial commit
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2021-01-25 19:44:17 +00:00 |
Settings.meta
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initial commit
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2021-01-25 19:44:17 +00:00 |
Shaders.meta
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Added a shader with dissolve effect. Ckleaned up use of tags now using compare.tag which is more efficient. The spike trap is now functionally working however, ppolish does need to be applied to the final outcome.
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2021-02-26 14:50:30 +00:00 |
StreamingAssets.meta
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tried to fix FMOD dialogue issue
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2021-03-05 14:11:16 +00:00 |
TextMesh Pro.meta
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package setup
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2021-01-27 07:43:40 +00:00 |
Textures.meta
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begin dialogue frontend implementation, placeholder dialogue ui
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2021-02-19 16:33:02 +00:00 |
TutorialInfo.meta
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initial commit
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2021-01-25 19:44:17 +00:00 |
UI.meta
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gameflow
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2021-02-12 09:32:10 +00:00 |