200,008 Commits over 4,140 Days - 2.01cph!
BiomeMaterial lib/object/settings tweaks, game runs again.
Fixed missing shoreline wetness in non-pvt terrain shader path; also fixes flashing in low shader LOD
Adjusted the "unreasonable position/angle" thing,
Added Machine EntityComponent and settings, MachineFunction WIP.
Minor refactoring and clenaup fof Entity and derived classes, moving functionality around. Cleaned up Action a bit
Fixed entity network cache not getting invalidated on transform change
finished the viewmodel animations for the 2handed sword.
FOR FUCK SAKE force update on deleted and moved asset
-crazy maths for arrow trajectory. Arrows do fly nicely to their target at any height tho.
-unbroken building. Also new dlls for vs cause vs/unity does that.
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Remember position of player's dropped/thrown items and put them back there when picked up
Fixed things not spawning in smartobject_test and other small terrain scenes
Added ForceDensity bool to SpawnPopulation
TerrainWeatherObject finds parent zone more reliably
Scenes assets (baked maps etc)
Removed some deprecated and very limiting foundation placement checks (now handled by terrain sockets and deploy volumes)
added glass court to cloud city and set up reflection. added backfacing to court around glass area, tweaked texturing
Player Model scene reorganization
SpawnHandler tweaks. Player tribe should always get spawned now.
Units will automatically move themselves to a nearby valid navmesh position on init
Elvis rig updates:
- Added new mesh & blendshapes
- Removed lid bones
- Added facial UI
- Hooked up blends to controllers
- Skinning tweaks
Species ecology/topology spawn settings tweaks and island001 toplogy updates
fixed a bunch of 3rd person animations where the eyes were pointing the wrong way.
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Added rocks/bank01 mesh
Added some layer culling code for testing
Tweaks
3rd person animations for 2handed sword
removed trees from island003, painted some forest topology map areas
Player Model scene reorganization
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Fix quarry sounds not fading out when the quarry is deactivated
Items can piggy back onto other items blueprint unlocks
Can override clothing skins from item
Tweaking Unit+Senses raycasts a bit (better masking and layer checks on hit objects)
Raycasts can hit triggers now
Item now creates a child collider "SO Collider" acting as a Trigger on the SmartObjects layer
UnitManager call TickUnits via TOD_Time.OnMinute
Make file inputs available