255,019 Commits over 3,990 Days - 2.66cph!
temporal-aa: reintroduced some fixes lost in previous temporal-aa merge from cinematics (e.g. tonemapping, black sludge)
temporal-aa: rolled back the updated sharpen to the previous version; more robust around strong emitters
fixed some glitches in the humans torso rotational code to do with not having nav mesh destinationas and added LOADS of comments so Bill can understand
Certain rocks & bushes like buildings and radtowns less.
Env tweaks.
Lantern lighting isn't as ugly anymore.
Pre-release ready.
Fixed and cleaned updateDirtyRenderers hack
Added two new types of UnitActivity, EffectAdded and EffectRemoved
Effects can be flagged to notify on add/remove
ActivityData is now a struct
Fixed broken view model projection after disabling TSSAA
Temperature stat now reads from temperature map
Fixed an issue with GoalPlanVariant & BehaviourChain's IsActive flags causing Player instigated behaviours to sometimes be ignored (sneaky, sneaky AI)
FOR FUCK SAKE wip alarm bit
FOR FUCK SAKE spikey blade (fix mesh error)
FOR FUCK SAKE WIP alarm bot
fix for players taking too long to recalculate visiblity
Temperature grid is now in
Entity view field in debug tools window
Fixed game startup creating two sets of tribespeople
merge into main
playercull.enabled true/false to test
DataAsset.ToString override returns AssetName
fixing accidently ticked an attack trigger
Stupid avoid UpdateDirtyRenderers trick (needs proper bounds computation)
adjusted the scale of the double barrel shotgun viewmodel
adjusted the Aim down sight position of the double barrel shotgun
SmartObject subscription & reservation arrays have larger capacities because i dont't think it matters (@ptrefall?) and the counts aren't static
Fixed SmartObject.AllowedSubscriptionCount returning bad values
Navigation.CurrentDestination never getsd zeroed
reloading animator changes
Fixed bad name/header in stats property generation code (which has moved to StatsPropertiesGenerator)
MaterialTypeDefinition replaces MaterialTypes
WeaponTypeDefintion replaces WeaponTypes
Updated all affected data
Removed ToolTypes enum and replaced with new definition assets (ToolTypeDefintion)
made all switches use anim event "OnAnimationEvent" with string "Switch" and make them compatable with use while moving
Projectile cleanup tweaks
Server lag compensation for attack entity cooldown verification
Default area mask in NavigationParameters
Added custom NavMeshAgent areaMask drawer & attribute because Unity are a bunch of COCK TRUMPETS.
Dicked around with PlayerController a bit, so that people aren't so vocal about your disinterest