200,673 Commits over 4,171 Days - 2.00cph!
Fixed terrain mesh -> grass mesh transition being uneven with the new grass coloring
Time of Day update
Made nights not have a 100% black sky
Moved interaction interfaces to their own files
Shift/Ctrl modifier key handling in PlayerController
Made clouds play nice with HDR
Added terrain collision triggers to Hapis tunnel
Can pick up mushrooms
Network++
Tweaked terrain collision trigger gizmos
Fixed one tiny area in the Hapis tunnel that was triggerless
Added metal bars to the inside of the top tier wall
Don't mipmap the icons (to stop them going blurry on lower quality modes)
Added default Unity terrain shader to shader include list
Random collectable stone/ore/wood
Removed old menu and prefabs
created high poly swamp court rib cage, low poly and unwrapping low poly
Refactored some path code
Added topology, splat and width to path placement inspector
Fixed that roadside decor would spawn next to runways
Allowed trees to spawn all around monuments if those happen to spawn in forests
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Fixed floating boxes in the airfield hangars
Fixed airfield loot crate spawn points
Added ItemSettings / Item / IItem
Reworking ResourceSettings / Resource
SmartObject reference now passed through ActionChain CreateAction and so forth
Re-wrote HarvestResource
Updated Before Editor tabs for Action and Resource
Fixed SmartObject Init setting incorrect subscriber count
Fixed SmartObject incentives list not being initialized
Fixed BeforeEditor CreateNewView naming skin transform incorrectly
PlayerController now handles smart object interactions in a nice generic way, so right clicking on any ISelectable with an SO component will call TrySubscribe for the first Incentive available
Deleted some old actions
"Fixing" some NREs in ActionChain
Let's try not having 5000 audio sources in the camera prefab, see if that works
improved the movement animations for the stag and the wolf
HarvestResource cleanup
Fixed weird ActionChain override bug (it wasnt null like it should've been)
Added GoToSmartObject Action. Currently the first tick fires the invoke and we wait for a OnDestinationReached Callback before calling on_action_done_callback, still actions don't seem to stop ticking.
Human views no longer flagged to apply root motion (caused weird offsets)
Hide human mouth plane
FoliageDisplacement boilerplate
Removed PlayerBuildingControls from Player prefab. Skeleton of PlayerController+Building partial added
Renamed PlayerCameraControls to PlayerCamera
Ported interior/exterior transition stuff out of Player and into PlayerCamera
General refactor/cleanup of Player
Don't draw the displacement
Fixed fire spreading and made it spread less based on generation
bow can take multiple ammo types
added HV bow ammo
added 12 gauge shotgun slug
incendiary now rocket moves slower than basic rocket
Fixed rotation option being disabled
Fixing PVT crash in higher resolutions