* Added Sliding to JumpAscending
Player was unable to jump if sliding which caused the player to get stuck in geometry/holes.
* Added IsActuallyMoving Condition SO and update PigChef Transition Table
IsActuallyMovingSO evaluates character movement by the character controller's velosity.sqrMagnitude. Returns true if the character controller is moving beyond the threshold. Characters can no longer jump while sliding but can jump if they get stuck.
* Update .gitignore
* Small fixes
Reconnected disconnected assets in the TransitionTable, reverted changes on the .gitignore, added multiplication in threshold verification equation
Co-authored-by: Ciro Continisio <ciro@unity3d.com>
* hair color mask material, old lady hairdo and glass, moustache, and shell bowl
Various art assets to make the townsfolk more unique. Bowl made from a giant shell.
* Fix Plant Critter mesh scaling and name (#239)
* Townsfolk_M animations, Palm2
* New tree type
* simple fix for camera
* Reset HasBeenPrewarmed (#243)
* [WIP] Added some table furniture (#233)
* Added some table furnitures
* Corrected all furniture prefabs to be prefab variant
* Added back recklol Dissolve effect (#217)
* Added recklol dissolve effect with some tweaks
* Added names to dissolve outputs
* Added a dissolve effect option in contextual menu and add alpha cutoff in Toon_Disolve
* [Bot] Automated dotnet-format update
* Imported Smurjo's models, reorganised folders
* Hotfix for null checking `ToState`. (#244)
* Wiki and Readme images
* Update README.md
* Update README.md
* Initial decoupling o...
* Added small internal cooldown to PlayLandParticlesAction StateAction
https://open.codecks.io/unity-open-project-1/decks/15-code/card/18k-avoid-spamming-particles-on-sliding
Whenever the PlayLandParticlesAction StateAction is exited by the state machine, it checks if total elapsed time is greater then the total elapsed time of the last particle call + a small amount.
If so, only then do we tell the DustParticle Controller to play, and we also set the new time to beat to be the current time.
* Update PlayLandParticlesActionSO.cs
Removed the unnecessarily verbose extra function
Co-authored-by: Ciro Continisio <ciro@unity3d.com>
LocalizeTMProFontEvent.cs - Component to localize a TMP_FontAsset
LocalizeComponent_TMProFont.cs - TextmeshProUGUI context menu "Localize String And Font"
- Logic is now split into sub components: Genera, Graphics, Audio and Input (currently empty as input system is wip)
- The settings system class can be used to get information from all sub components, a distributor
- Fixed an issue with Screen resolution not being correct when in windowed mode (Screen.currentResolution gives back desktop resolution when in windowed mode)
- Added Input UI elements which are placeholders for now, once the input system is done this can be populated like the other settings sub components
- Implemented General tab - Language setting
- Implemented Graphics tab - Graphics Presets, Resolution (all supported resolutions on users device), fullscreen mode settings
- Implemented Advanced Graphics - Anisotropic filtering, Anti-Aliasing, Shadow Distance, Shadow Quality settings
- Implemented Audio tab - Music Volume, Sfx Volume settings
- Moved SettingsSystem scripts to Scripts/Systems/Settings (if we use asmdef files in the future this hiararchy might be better than throwin every script under the scripts folder)
- Added scriptable object which holds graphics presets
- Updated SettingsSystem script to utilize the presets object