Ciro Continisio
de0f0586
Revert "Merge branch 'CaveWhiteboxing' of https://github.com/itsLevi0sa/open-project-1 into worldbuilding"
This reverts commit 5141fc8d8d88057646e6602844c0bc709606f6d3, reversing
changes made to 0146f00fa2288b3baf783f2feb33ed3ff37fb231.
3 年前
Ciro Continisio
472b2651
Merge branch 'main' of https://github.com/MortyJHin/open-project-1 into worldbuilding
3 年前
Ciro Continisio
509b93fe
Removed ForestEntrance scene
3 年前
Ciro Continisio
43f6f6f7
Merge branch 'main' into worldbuilding
3 年前
Ciro Continisio
eee951e1
Farms
3 年前
Ciro Continisio
460fb941
Merge branch 'CaveWhiteboxing' of https://github.com/itsLevi0sa/open-project-1 into worldbuilding
3 年前
Ciro Continisio
97ff2e4b
Probuilder meshes
3 年前
Ciro Continisio
56d5c554
Tweaks to glow shader
Fresnel influence is now controllable
3 年前
itsLevi0sa
72ec616e
[Bot] Automated dotnet-format update
3 年前
Ciro Continisio
ba483324
Ayud and Felfel looks
3 年前
itsLevi0sa
66a70a2e
MountainCave Whiteboxing Proposal
Only the Cave scene included, not the exterior Path, located in the Whiteboxing>Community>Mountain_Cave folder.
3 年前
Nathan V
a1b0eb29
Modifying Railed Bridge Meshes
This PR was based on a discussion on the Forums, where I modified the bridges for specific reasons, such as having support beams to reach the ground or no support beams to make the bridge look like it's floating.
Longer Beams: https://forum.unity.com/threads/3d-art-assets.980892/page-7
No Support Beams: https://forum.unity.com/threads/3d-art-assets.980892/page-8
3 年前
Ciro Continisio
e7a11cf3
Interactables for Beach, Hill and Farms
3 年前
uChema
4413ebd5
Adding missing items + missing questline to a finite quest. Fixing errors.
Use TestingInventory with TestingGround_Questline scene to test the full quest
3 年前
uChema
6a1077d3
Create cutscenes dialogue
3 年前
uChema
97ccda6a
Merge branch 'main' of https://github.com/UnityTechnologies/open-project-1 into main
3 年前
uChema
ad52a32a
hot fixes - Questline integration
3 年前
uChema
f26da778
Merge branch 'main' of https://github.com/UnityTechnologies/open-project-1 into main
3 年前
uChema
d7205d06
Add all questlines and rework Dialogue structure and Dialogue/Quest System. Winning and losing outcome WIP
3 年前
Amel Negra
bd15167a
Added talk to Idle transition for pig chef
3 年前
Ciro Continisio
256684a1
First frame error check
3 年前
Ciro Continisio
754f3f28
Removed dead prefab links
3 年前
Ciro Continisio
c853f465
Fix to initial scene
3 年前
Ciro Continisio
832dd088
Merge branch 'ciro'
3 年前
Ciro Continisio
5b2ff381
More tweaks to CC
3 年前
Ciro Continisio
c3118a36
New day, new test
3 年前
Ciro Continisio
f3bd8b00
Three raycasts
3 年前
Ciro Continisio
93d83526
New scene bake
3 年前
Ciro Continisio
3e67c187
Merge branch 'main' into ciro
3 年前
Ciro Continisio
b214f102
Work on character controller
3 年前
Amel Negra
8a1d6ab0
Binding main character to timeline
3 年前
Amel Negra
79c4bba1
Removed not needed child game objects from cutscene prefab
3 年前
Amel Negra
719e6464
updating prefab and scene for cutscene
3 年前
Amel Negra
d9900de0
Cutscene can be triggered by specific cinematic events (+ kept collider trigger for test purpose)
3 年前
uChema
b4892bfe
Merge with main
3 年前
Ciro Continisio
7a6ec0e8
Merge remote-tracking branch 'tech-mkt/main'
3 年前
Amel Negra
77d67e1f
Removing temporary scene used
3 年前
Amel Negra
f670d943
Updating cutscene example scene with dialogue-cutscene updates
3 年前
Amel Negra
632f55f9
Hide the Dialogue UI when we advance in cutscene dialogue now works
3 年前
Amel Negra
42ba5e06
Merge remote-tracking branch 'origin/main' into AmelMain
3 年前
Amel Negra
94be6353
Fixing dialogue error on cutscene end
3 年前
Amel Negra
f23fd014
Temporarily disabled Slime critter state machines on scene for tests
3 年前
Ciro Continisio
44bdea11
Fixed landing SFX playing when attacking in the air
3 年前
Amel Negra
47746a1b
Pushing cutscene and changes on the scene
3 年前
GitHub
0d96fe7f
Implement pause menu music ( #463 )
3 年前
Amel Negra
e6b57e51
Adding Field Farms Cutscene scene for timeline tests
3 年前
GitHub
a98c8e7f
Fixed jump attack particle bug ( #464 )
Like mentioned in the thread, the bug is caused because the state machine goes Ascending->Descending->DescendingAttacking where Descending calls the particles when exiting. I fixed this simply by adding a ground check on the LandParticles action.
3 年前
Amel Negra
551380e3
Cutscene debug material and Nav mesh for test scene
3 年前
Ciro Continisio
36d16456
File cleanup and relocation
3 年前
uChema
e022f2ee
Rework on questline naming
3 年前