199,328 Commits over 4,140 Days - 2.01cph!
Module GPV slot tweaking/editor exposure on the regular module editor
Emote module on secondary GPV slot
fixed head flickering during sleeping animation
Started adding grid things.
Goal and GoalPlan data can override GPV slot selection (global setting, not unique to module's wrapper)
Zone size accessible prior to init
TrySetCurrentGoalPlanVariant actually supports the "Either" option
Initial implementation of grid system that seems to be working
SetDestinationBaseSettings ends early if distance to destination is less than or equal to desired distance
LookAt temporary hack to avoid people spinning around like idiots
AIDebugger NRE fix
Fixed Add Emote button not showing in debug tools panel
Stripped out zoom tilt code form RTSCamera until we find a cleaner solution
Emote package stored on Unit not in StateMachineBehaviour
changed look at to slerp in animation and toggled isturning bool & merge
missed this from last checkin, tweaking turning layer
Animation code consistency
Action.LookAt resting flag hack removed for testing
Only Humans have emotes enabled
Removed EmoteState
Improved/fixed emote animator controller override stuff
FOR FUCK SAKE level image
!A projectile prefab
FOR FUCK SAKE weapon SO
Added server side combat log that keeps a history of dealt and received damage (access via combatlog console command)
made animal sprint use the correct speed measurement to fix it walking instead of sprinting
Senses is using the grid now
FOR FUCK SAKE bolt prefab and SO
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Added a centralized SensesManager that cache distance checks between entities.
Workaround for now, 20'000 compares is just too much :P
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Grabbed optimized hable tonemapper from amplify color
Automated Linux Build #404
Disabled tonecc editor histogram display+update by default
Automated Windows Build #404
Fixed NRE when shooting players in Perf.Playermodel scene
Animator instance names
Senses filerting for EntityType, ItemType and ResourceType
Added ResourceTypes enum
Touched lots of data due to enum flags updates
Reduced max projectile damage falloff over distance
Increased projectile damage falloff distance
Tweaked ssao for performance