193,383 Commits over 4,079 Days - 1.98cph!
Changed how busy inputs work. Pie menu interactions worka bit nicer now.
stopped being exhausted breaking both hand carrying abuns
Immediately kill agents on spawn if they we can't produce a navmesh area that support them (DynamicNavmesh specific).
A bit of cleanup to make Dynamic Navmesh work properly again.
Packed some larger materials
Fixed specular not driving packed map size
Agent spawn related improvements.
Packed props/large_industrial_props and props/office_furniture materials
big rock requires small rock to smask up
rock is tool hammer
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big rock correct anim bool
goat attack anim (untested)
Fixes for multiple buildings and point snapping
Fixed stray "virtual" in EntityLink
Deleted a bunch of unused Battle states
Fixed duplicate editor entity BuildName from previous merge
Subtracting gc_optimizations
Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken
Reduced texture footprint for water_bottle and de_cactus
Packed fuel_tank and forklift
Paper map now despawn in 5 minutes down from 20 minutes.
Player now looks for Interactable not IInteractable
Updated / fixed multiple item descriptions
Building blocks no longer share descriptions
Reduce raycasts for non-visible character checks from 3 to 2. Seems good enough
anims that say they are changed/new and I forgot to check in before
updated smallbackpack albedo texture
Merge from gc_optimizations
Fixed fireball prefab path warning
Fixed hacky workaround in fireball entity code to reference the spread entity
update healer controller/animation WIP
deleted commented out lines from UnitDefinitionSO
added seed for the deterministic gameplay rnd number generator to protobuf
replaced fixed seed with a generated seed that gets synced between host/players
Multiple attachment types
Improving character visibility system on the client
Can now dismiss the radial menu with middle mouse button or right mouse button regardless of where the cursor is
EvaluateSmartObjectInteractions now expands it's selection to encompass any child buildings (addons) if a player is mousing over a building
Also expands to cover it's parent if the player is mousing over an addon
This should make sure the interactions offered are the same for a building with addons regardless of where the players mouse is
Fixed character visibility calculation issues when objects (like streetlights) has colliders a little bigger than their visible meshes
Fixed cursor flickering when hovering mouse over a thing that causes a cursor override