194,037 Commits over 4,079 Days - 1.98cph!
fixing accidently ticked an attack trigger
Stupid avoid UpdateDirtyRenderers trick (needs proper bounds computation)
adjusted the scale of the double barrel shotgun viewmodel
adjusted the Aim down sight position of the double barrel shotgun
SmartObject subscription & reservation arrays have larger capacities because i dont't think it matters (@ptrefall?) and the counts aren't static
Fixed SmartObject.AllowedSubscriptionCount returning bad values
Navigation.CurrentDestination never getsd zeroed
reloading animator changes
Fixed bad name/header in stats property generation code (which has moved to StatsPropertiesGenerator)
MaterialTypeDefinition replaces MaterialTypes
WeaponTypeDefintion replaces WeaponTypes
Updated all affected data
Removed ToolTypes enum and replaced with new definition assets (ToolTypeDefintion)
made all switches use anim event "OnAnimationEvent" with string "Switch" and make them compatable with use while moving
Projectile cleanup tweaks
Server lag compensation for attack entity cooldown verification
Default area mask in NavigationParameters
Added custom NavMeshAgent areaMask drawer & attribute because Unity are a bunch of COCK TRUMPETS.
Dicked around with PlayerController a bit, so that people aren't so vocal about your disinterest
- TileSetSkin now has a UseTikeSetSkins bool which can be used to toggle
- Disabled TSS for Factory1
OnAnimationFxEvent cleanup
SmartObject test toplogy, also a lake
Updated truck def
Can now set def on in game truck
- Shop flow/room/tileset setup for shop in factory (test) (shop not open yet)
boar squeal added to anim
Added fishing spots to the temperate biome spawn table, fixed the spawn population data
Player camera can no longer go underwater
Water bodies have colliders
Crafting Desires now correctly transfer player created status to Find Desires
Fixed situation where projectiles could break on the server when destroying an entity (even if some penetration power was left)
Removed bad editor tag in combat
set idle blend to happen when animatorSpeed is 0.1 instead of 0 as its clamped to 0.1 in code
movement blend trees improved
- Merged savegame + upgrade branch to main
Moved condition logs to warnings
Fixed logging spam for some conditions
ConditionSettings.Evaluate logs use type name
removed events in lieu of a fix as it was spamming the console despite not doing it for me when I tested before checkin a few mins ago
Condition Evaluate methods no longer abstract, warnings logged when we call the base method unintentionally...
randomised fish jump timing and setup effects to spawn via events on the animation
[SC] Added stat mod queue and processing, stat mods can now be scheduled.
IsInTerritory now uses grid