254,981 Commits over 3,990 Days - 2.66cph!
Fixed lighthouse issues and changed lighthouse spawning settings on proc map
Removed SocialRoleParameters, SocialRoleDefinition now holds a DSE
DebugUtility won't fuck with empty scenes in playmode
Item DB loading, building list and dic
SSAO texture format error to warning
Fixed server ssao texture format error; now detecting null device
Started item scriptable objects, ItemDatabase and tools
Ok Unity, we won't use Start as a member name in ScriptableObject :|
Renamed Action methos to be more consistent and cleaner
Cam turn speed is halved when zoomed
Added F1 menu with FOV slider, defaults to 70 so I'm not ill again
Fixed profiler sample mismatch introduced with
16568 (spamming when looking at terrain)
Added foliage displacement trails to players
Unified DecalDictionary and ParticleDictionary into EffectDictionary
Added support for foliage displacement prints
updated trims and textures
fixed hugging/making love bool transitions in humans
Building privilege is also checked at the construction placement position, not just at the player position
Basic character now working in both CLIENT+SERVER and separate CLIENT/SERVER modes, with prediction. Added CSP test scene.
Added SSAO distance fade to far values; e.g. smaller radius in viewmodel
Current value modifiers no longer also modify max value
Initial pass on Stance effects which don't depend on movement.
Let's not comment out vitally important stuff
Vital max values can now optionally be imported from the spreadsheet
Support for setting a stat via a stat manipulator
Visibility / Noise / Odour are now Vitals
Added Conversations as Collaborative behaviours (kinda broken)
Added "social" tag to some animator states in the HumanController
Added RandomiseAnimationTrigger Action
Fixed AnimatorParameterDrawer being slow as shit
Renamed StatParams > StatData, reimported data
profile samples for GamePhysics
rolled back to 5.4.0p1
Collaborations first draft. AI Module added to humans. People hug a lot.
Merged foliage shader fix
Fixed foliage displace shader d3d11_9x compilation error
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