193,483 Commits over 4,079 Days - 1.98cph!
tweaked a bunch of 3rd person player animations
fixed random weight fuckeries for getting personality
Weighted object, editor & data fixes
Changed UIMaskedIcon and UIMaskedImage to use shader templates
Switched ui_mask and ui_portrait to original ASE shaders; now editable again
Nuked native and debug variants of UIMaskedIcon and UIMaskedImage; redundant now
Ported tool "Before/Find/Find Materials Using Shader" from Rust
Minor changes to ASE's UIDefault shader template
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Fixed menu button issue and keyboard stunt controls
DSEs on modules working
Fixed AI designer not showing default modules from module groups
Temporary fix for NRE in Personality.Create()
Lot placement a lot nicer. Less gaps.
Minor DM refactoring, DSE on Ai Module progress
Removed BoneFollower (eliminates client side GC + some processing overhead)
sawnoff shotgun - fixed arm clipping at max FOV, removed wobble at end of anim
Fixed small icons for mission panel
Fixed driving with large map open
Changed keys for up boost
Eliminated GC allocs from SkinnedMultiMesh.UpdateLODGroup
Fixed UpdateRotationFromNetwork working with world rotation instead of local rotation
changed cliff grassy bits material to terrain blend
Fixed before/std blend w/ terrain ignoring Albedo texture
rock cliffs and rock_big LODs, prefabs updated
WIP:
weights on opinion / belief data.
group component to handle personality assignment (used to be traits).
available points on talents UI, tooltip cleanup
fixed unlocked talents showing highlight glint after being unlocked
Talents console commands, points, etc
fixed arms clipping on m249 reload at max FOV
More work on NPC navigation.
More robust NPCs with relation to low resolution navigation meshes.
Icons show correctly on mission panel
Added TerrainCollisionProxy (handles terrain carving for wheel colliders)
Some npc navigation improvements.
Use checkbox rather than overlapbox when looking for player construction.
Less fidelity for lower priority navmesh grid cells.
Dynamic navmesh grid cell fidelity work.
Fixed tree cutting test scene missing a navmesh?
Added a Carpentry unlock definition
Requires Woodcutting - Adept and Standard Buildings
Unlocks Log Seat (Large+Small), Palisade and Fence
Verious refactoring magic
Fixed item placement command generation doubling up commands for placeable items
Work towards mixed navmesh grid cell fidelity.
New Unlock Definition - Advanced Crafting
Requires Whittling-Apprentice
Unlocks crafting table, rabbit trap and stone axe
Rabbit Trap and Stone Axe now require the crafting table to be crafted