199,466 Commits over 4,140 Days - 2.01cph!
Reintroduced Stat Linkers as strictly Stat Ratio Linkers.
Fixed corpse ragdolls snapping to world origin
pre-release branch uses 5.4
Movement speed now affect the Body Heat Generation Modifier, such that when running naked the temperature will slightly increase, while when standing still the temperature will fall.
Added an optimization to the temperature simulation, such that if a unit has a body heat generation modifier of 1, which effectively nullifies the impact the ambient temperature of the zone has on the unit, then we simply don't do the calculations.
- Entity animator now lerps roll/pitch
The campfire now adds a 1 modifier to the Body Heat Generation Modifier within a range of 20. This should "really" scale with distance!
Other animals should be affected by the warming heat that comes off of a campfire too, not just the humans.
- Added weapon switch anim
- EntityEvents and EntityAnimator now handle weapon switch events
- Can no longer fire whilst changing weapons (1sec)
Some items provide stat modifier to Body Heat Generation Modifier now when worn.
Added stat linker for current speed to body heat generation modifier ratio back in for Humans (got erased when I reset stat collections in last commit).
- Halved the weapon switch time
- Increased blaster projectile speed from 800 to 1200, increased collider size
Added a response curve into the mix, so that the further away from default body temperature we go, the more the body will strive to keep body temperature.
- WorldCollision.WallTest now returns the hit info
- Weapons get dropped backward
Deferred actions carry a priority value that determines when they'll be executed
Client side entity game object destroys are load balanced when leaving a network group
Dedicated server compile fix
Igor - updated character.fbx to contain main & lod mesh, renamed base mesh
deleted old lod2 Igor mesh
Only toggle batch children when required
Fixed assert spam when leaving play mode in the editor
- Weapon firing events and setup for EntityAnimator / EntityEvents
Switched lower LOD in game for Igor
combined wood and metal objects as well as reflect objects in test court. combined textures to texture atlasses, removed backfaced tris
removed some old materials and meshes (more to come)
combined wood and metal materials and meshes together. combined other meshes together. turned off shadows on nearly all meshes
Unity 5.4 seems to want you to SetParent( null ) on UI elements before deleting them !
improved sit anims
improved wolf run anims
change units speeds to not hover in awkward positions blendwise (eg walk being 2.5 and blending between a walk and run that dosent have the same gate pattern, can change anims if it is vital the old speed is set for gameplay reasons)
added 1 meter per second walk anim to generic controller