239,819 Commits over 3,837 Days - 2.60cph!
Removed wait action from Sit Interaction
Added back "CompleteAtEndOfActionChain" to BaseBehaviourSettings, with better placement in the editor and some helpful text to boot
Building occupancy groundwork, shelter building specific vicinity effect setup
Added some events to VicinityEffect
Added DesireConsideration, score returns the desire with highest weight + momentum
Added Sheltered unit flag
Nuked some old un-used top level goals
Automated Linux DS Build #211
Automated Windows Build #211
Automated Linux Build #211
Invalidate sound cache on level change
Don't let airboats 'wheels' fall out of the level
Console commands can reply with objects, which get serialized to json
Bunch of generic detail textures for metal, plaster, concrete, asphalt, etc.
Added them to dungeons materials
Fixed EnforceLimits deleting entities wrong
Remvoed ForgetOnInterrupt and CompleteAtEndOfChain flags from base behaviour data and code
Added Wait actions to sitting behaviours
Some un-used testing of popup data windows in editor
Fixed a wrapper name swap
Improved condition in Effect, I think
added looking up /down animations for the character model
tweaked the walking animations
- Items can now spawn gameplay items that get attached to the player and removed with item
Switched LODs correctly on end game
- Improved the way items are sucked in
- Added Collect Range stat and item modifier
- Increased damage range of bombs
- More stat modifier defines
Added Rcon.web - setting to true enables websocket rcon
- New enemy ability: Martyrdom
- Added a placeholder enemy bomb prefab, pulse effect, and explosions
Fixed focus shot on Mavis and Igor
dungeons scenes backup
pipelines models, mats, textures, LODs, ready to place prefabs
Switched off DOF visualise!
Fixed transition issue
Updated change log
FOR FUCK SAKE spikey model/texture/mat
!A spikey part/texture/mat
!A spikey animation
FOR FUCK SAKE all spikey prefab/setup anim controller
RCon think during loading
Water2 parity with Before; minor changes
Fix compilation error in Graphics Options\Water
Touched ocean and river shaders
Fixed Vertexlit Blended shader (just me being dumb)
-grass doesn't appear if the in-game grass option is unticked at startup/the preset doesn't foresee it
5.3.2p4
Skill value getter
Made Vitals editable in debug unit view
- Removed SECTR asset as it was never used
added a pause where the player looks to the end of the go to walk followed by a shrug
added exhausted anim to exhausted state,
thinking about it while doing this checkin it probably both need Trigger Stop too
Deactivated global fog in ocean and river
Water2 parity with Rust
updates to vm hammer source anims
vm wood hammer - Made the deploy anim much longer with loads more spinning
- Commenting to track which stats I've implemented
- Ability cooldowns can now be overrided to be modified by item modifiers
- Boost ability cooldown overriden to be modified by items