199,178 Commits over 4,140 Days - 2.00cph!
Fixed range indicators not showing when hovering a tile surrounding a unit
set hex block 5's ground collision to have mesh collider script
added hex block 5's mm
re-added road and ground lods to hex block 8
added hit impacts 1 2 and 3
repositioned dust_slide particles to fit truck in scene
Added nitro wheel effects
made dust slide particle effect look better, set to world coords with inherited velocity
tweaked fire particle effects to be in correct position and inherit velocity of truck correctly
need to make sparks a particle effect
muzzle fix,
building placement snap
some time fixes
Follow camera deals with dip to black so it's consistent for all selection changes
locomotion system changes
Fixed error from
20341 on entities that have their model component on the root entity object
HumanView/AnimationMouth cleanup
FOR FUCK SAKE TAA post process / tweak camera post process
Group.Collections loading safety
FOR FUCK SAKE fix WIP UI stuff
Changed a load of Debug.LogError to Debug.Log so they don't popup the console in dev builds
Fix NRE in server network group startup.
carpal tunnel cliff placement
Added translation for monster_ichthyosaur
Automated Windows Build #724
Fixed broken NPC interaction on the server.
Removed EntityView.Update base virtual method, cache view position in BaseEntity.Position getter
FOR FUCK SAKE improve TAA
FOR FUCK SAKE removing motion vector from unit ghost box for TAA
more westside & mine stuff
Fixed NPC habit of waiting a long time for paths.
Fixed interaction text staying up if a character dies while looking at an interactable.
Test - navmesh generates 4x faster
AI has sight cone, can sneak up behind animals
AI properly runs out of stamina and flees until recharged
wolves/bears are more aggressive
boars/stags only attack when you get too close, then flee
chicken damage reduced
reduced AI popping up/down when walking on uneven surfaces
building parts colliders optimization and import setting corrections
simplification for armored and sheet metal wall type colliders
Put changes on staging branch