201,979 Commits over 4,171 Days - 2.02cph!
Automated Windows Build #481
Don't need to adjust car FOV anymore. Set out-of-car view angle up to 170.
Automated Linux DS Build #481
Fixed visual aim angles on proxy not matching actual aim angles
Aligned client hitbox default
Auto-select pistol when entering vehicle, if it's available in your belt
Enable animations on invisible players - needed to move the player's hitboxes.
- Fixed error where walls not showing in editor
- Cleans doors in building editor
Restoring UnitManager gamestate callback for navmeshagent enabled toggling, which is a hack but apparently we need it.
Animations updating correctly on owner
print BASS error messages instead of error IDs
Automated Linux Build #482
Automated Windows Build #482
Automated Linux DS Build #482
some material zoo test map updates
Barges models/LODs/Prefab Update
FOR FUCK SAKE particle setup
FOR FUCK SAKE boat wake
Working on serializing entity manager and Base Entity. We now serialize to text when running from editor, and to binary when running externally.
Final barge models, added colliders, prefabs update
Protobuf for ship entities
Updated water bottle vm anims & controller
People now wait for corpses to cook and remove them from the fire
Combat log includes timestamp
More work on persistance and Loading, still not working, but progress!
Unit.Emotes animator layer weight reset when changing clip via override controller (attempting to workaround masking issues)
Rolled back to octahedron normal encoding; spheremap just not good enough for ws
Fixed base and subsurface normals
Generics for persistent data type in BaseEntity, introduced IEntity, ITickableEntity etc
PersistedEntityData stores transform position/rotation data, not GridPositions, added CreatedOn too
Moving transmission over to more generalized translucency
Cleaning up gbuffer packing code
Fixed skin curvature
Beep - fixed pathing / culling
Fixed pathing
Put culling back on hexes, removed collision
BaseEntitySettings.Create overload taking PersistedEntityData
EntityComponent persistence boilerplate
Removed BaseEntityComponent
Moving numerous bits and pieces to persisted data types in Group, Unit, Building, Resource
Doors now know about the rooms they're connected to