198,635 Commits over 4,140 Days - 2.00cph!
Changes to how negative AI DSE contributions are handled
Injectors, Collaboration progress
Ore veins WIP textures and decal prefabs (gold and uranium)
Glow worms textures and test models
Adding cave dressing scene
cherrypicking the deferred decal shader fix
Renamed a poorly named parameter
Cleanning up/wrapping UIManager escape handling, PlayerController radial input stuff
Fixed "goto" abilities appearing the selected unit radial (on self)
Fixed "pick up" interaction being shown in radial for held items (althought disabled, now hidden from UI)
Holding a hammer also enables the building blocked message
Building blocked message is only shown when in building mode
Attempt to fix gbuffer channel interference in decal shader
Fixed escape key on Build/Craft menus
Disable stats properties generator
Fixed deferred decal shader writing roughness instead of smoothness (error on docs)
cherrypicking the deferred decal shader fix
Beep - small material fix
Changed decal/deferred-decal emission intensity property to hdr color value and fixed it not being applied
Fixed
New Beep Build: new decals, fixed speed cams, fixed bug report
progress - vertex painting
Broadcast mask with other decal data
Mask works in game
Reviving line of sight check is more forgiving such that it doesn't cancel immediately when losing focus
Added the timeout fallback to parameters, so that it's adjustable per building in data.
Timeout fallback is now on scaled time, rather than unscaled.
Fix fallback always being applied.
Deconstruction now waits for an animation callback via the StateMachineBehaviour API, before it destroys the entity, spawn the items and play the visual effects.
New, very basic character framework with lots of TODOs
Small Wooden Hut is now using the new deconstruct animation trigger.
Added deconstruction parameters to buildings, and removed the old deconstruct interaction from the building data.
Cam tweaks.
Removed walk ball.
triggerDeconstruct on wood hut building
fixed error log (deleted and reexported) in human wave fingers anim and readded to human controller
trying to untangle crap 2
trying to untangle crap 1
Added masking for truck painting
No effect balls created from movement.