200,446 Commits over 4,140 Days - 2.02cph!
-storing squared distance and viewing angle, together with the units, for future use
-merged with main
-made some groundwork for hearing
Added Unit.Noise float property, set to 1 when playing sounds
Made bush specular a bit more reasonable
female character , textures and lods
added new forcefield to art/props folder
ConsoleSystem parsing fixes
Before Editor tool bar + back/forwards buttons and history
BeforeEditor history fixes
-merging from main
-genuflecting at the altar of Plastic
New item stacking in world sound
-cavemen can now whisper sweet little nothings in each other's ears.
Lion-El win & hit WIP anim
added biome_test scene
fixed issue with WaitForClipFinished in Unit+Sound
some hacks and workarounds in world and zone to allow scenes with multiple zones to load properly
Mesh LODs in the LOD grid initialize with their correct LOD when spawning
Properly cleaned out "incentive" and replaced with better interaction handling.
Added server command "blueprintimport" to force importing blueprints from the old system if needed
Fixed chat history not culling proper
Decisions for current and last tick is now cached. And rather than instanciating new decisions, when there's room the content of a decision is just replaced with new data to reduce the number of "new" calls each decision tick.
Initial AssetStoreExtract
viewmodel for the bone club
Fixed infinite loop crash (sorry guys, totally my fuck up, patch coming)
Fixing crash on import casued by FindAssets in OnValidate
* GitSync
* Added Entity.AddToMotionController
* Added Entity.RemoveFromMotionController
Fixed occasional NREs when generating manifest
Animal DM, assigned to all animal agents
Converting layers to static defines
Fixed rockets not dying after exploding
Fixed rockets not dying after exploding
Added a test in CanAttach that says IsAttackmentPointValid, rather than to expect any dictionary lookup will result in a valid value.
A few tweaks to Maslow levels for Interaction + tweaked so distance yield less score.
Don't lower torch viewmodel right into the line of sight when running while it's lit
Split BeforeEditor in partials and improved tab handling
user persistance unit test
user persistance unit test