193,456 Commits over 4,079 Days - 1.98cph!
First pass on a system to fade objects that are occluding the player's view
For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag
When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view
Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update
The fade material is just a transparent standard shader, this could definitely be improved
Stop gang members from getting object highlights on items for OTHER gang's missions
Better gang notifications
Added notification when enemy uses gang safe
candle hat default blueprint
metal window bars cheaper to research
Gang members get a notification when an enemy enters their gang building
added stance modifiers, less accurate when standing, even moreso when moving
same accuracy as before when crouching
added loot tier types to monument info
Warehouse tier 0
Gas station tier 0
Lighthouse tier 0
Supermarket tier 0
Harbor tier 0 and 1
Airfield tier 1
Satellite dish tier 1
Dome tier 1
'Radtown 3' tier 1
Trainyard tier 1
Water treatment plant tier 1
Launch site tier 2
military tunnels tier 2
Powerplant tier 2
Added terrain filters to icebergs/icesheets to prevent them from spawning on the beaches
Some more scene tweaks
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)
Started a notification manager thing but then decided to do things a different way. Just saving this work
Scaled down icesheets to a more realistic size
Cleaned up icesheet scenes
Made icesheet paths easier to navigate
Collisions now disabled between ALL character types. Vehicles and characters can still collide.
WeaponParameters.OnValidate error check for items with combat abilities of type "throw" that do not have the appropriate projectile setting
Fixed a bunch of data types not calling base.OnValidateInternal
Hand axe is no longer throwable
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Hapis BradleyAPC setup
Hapis ME monument changes
More food/hunting AI work
Added Tier0, Tier1 and Tier2 topologies
Players only spawn on Tier0 beaches
Tier0 is always temperate, Tier1 and Tier2 can be arid, temperate or arctic
Added Vector2.Rotate extension method
example of tree with empty assets setup to position FX
examples of possible ways to lod trees, tree_oak_LODTYPE_A and tree_oak_LODTYPE_B
Removed some duplicate desire selectors in hunting goal plans
Chat, people added to suggestions.
Can Carry Unit Condition now checks if the target unit is already being carried.
UnlockDatabase static init on load, skip unlock defs that are not flag as game valid
html interface/awesomium implementation
Merge hunting behaviours into Human/Food module
Various food/hunting AI related tweaks
Consideration editor cleanup
Removed "allowed no considerations" flag on some AI data types, as it was redundant
Renamed Hunt/AttackMove Goal to "Hunt" cause wtf
Hapis radiation changes
Hapis tunnels exploit fix