255,070 Commits over 3,990 Days - 2.66cph!
Cache AI module condition state on Agent each simtick
Profiler shit
LSO component now properly disabled if effect is off; was affecting profiling in editor
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Spears use arrow damage type when thrown
Added throwable damage properties
Vital.CurrentValue setter uses Mathf.Approximately to gate event invocation
Get fucked FixedUpdate through ECS due to some apparent Unity overhead
Automated Linux DS Build #404
Increased effective distance, projectile velocity and damage of semi auto rifle slightly
Tweaked ssao for performance
Reduced max projectile damage falloff over distance
Increased projectile damage falloff distance
Animator instance names
Senses filerting for EntityType, ItemType and ResourceType
Added ResourceTypes enum
Touched lots of data due to enum flags updates
Fixed NRE when shooting players in Perf.Playermodel scene
Automated Windows Build #404
Disabled tonecc editor histogram display+update by default
Automated Linux Build #404
Grabbed optimized hable tonemapper from amplify color
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Workaround for now, 20'000 compares is just too much :P
Added a centralized SensesManager that cache distance checks between entities.
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FOR FUCK SAKE bolt prefab and SO
Senses is using the grid now
made animal sprint use the correct speed measurement to fix it walking instead of sprinting
Added server side combat log that keeps a history of dealt and received damage (access via combatlog console command)
FOR FUCK SAKE level image
!A projectile prefab
FOR FUCK SAKE weapon SO
Improved/fixed emote animator controller override stuff
Only Humans have emotes enabled
Removed EmoteState
Animation code consistency
Action.LookAt resting flag hack removed for testing
missed this from last checkin, tweaking turning layer
changed look at to slerp in animation and toggled isturning bool & merge
AIDebugger NRE fix
Fixed Add Emote button not showing in debug tools panel
Stripped out zoom tilt code form RTSCamera until we find a cleaner solution
Emote package stored on Unit not in StateMachineBehaviour
LookAt temporary hack to avoid people spinning around like idiots
SetDestinationBaseSettings ends early if distance to destination is less than or equal to desired distance
Initial implementation of grid system that seems to be working
TrySetCurrentGoalPlanVariant actually supports the "Either" option
Zone size accessible prior to init