255,322 Commits over 3,990 Days - 2.67cph!
- Fixed some enemies not having mini map icons
- Lowered number of main rooms in asteroid level flow by 1
- Current area fix
- Can now press P to auto finish the current level (for debug)
- Level loading screen fix
- Reworked enemy minimap icon code so play-time spawned-in enemies show
FixedTick through manager and ECS code
fix nan and made acceleration increase when sprinting and running
Deleted the EquipWeaponSelector, because it wasn't a selector
Moved weapon mangement behaviours into the Combat-Basic module under a human only Manage Weapons goal
b25 speedtree shader update (won't break earlier versions)
Fixed motion vector issues when tssaa is disabled
Fixed temporal-aa legacy opengl compilation errors
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EquipWeaponSelectorSettings always returns true, even if we can't find a weapon
checked in the wrong file with last checkin:(
dynamically set navmeshagent stopping distance
dynamically set navmesagent stopping distance
Raknet test
Timewarning - do nothing when not enabled at all in release builds
Fixed BehaviourChain.ContainsActionOfType not doing what it should
FollowTargetSettings Ends and Stops Navigation instead of setting destination to our position
$BLACKBOARD_COMBAT_ABILITY$ Behaviour description variable
If we try to equip an item that's already held, we just set the active combat ability of our combat component to the first ability of that item.
hungry and starving vox edits
After we pick up something, let's automatically equip it.
Let right hand stow and equip, just like the left hand. Not everything is a bow.
this[] and FA.Count pattern in Items
Added DebugTools Item listing
Moved raknet to its own dll
Updated native libraries
Cache BaseEntity.ToString()
starving male vox shortened
shivering male vox shortened
Added Items+Callbacks partial
Added UnitInteractionsState StateMachineBehaviour for better Items related animation event handling
Updated beep - some steam integration added
Unity 5.4.0b25 (to see if it fixes build server crashing)
Renamed VitalTypes.CurrentSpeed to DesiredSpeed
Prefab name lookup optimization
deleted commented segment
added events to switch items between L R back
Fixed some bugs in how equip and stow was gating callbacks on wrong conditions
Didn't cleaning up event data for equip and stow.
changed movement to idle blend from speed which is NavMeshAgent.speed (Maximum movement speed when following a path) to animatorSpeed which is Unit.Navigation.NavMeshAgent.velocity.magnitude (the current velocity)
Temporary workaround for nonJitteredProjectionMatrix on b21
Removed custom motion vectors shader from temporal-aa folder
. completely revamped xp earner categories
. max xp you can earn from any player clamped to 6
. xp earned from other players tapers off the more they earn for you
. xp from using resources for crafting removed
. diminishing xp bonus for crafting an item ( max 1xp total )
merge into main
. completely revamped xp earner categories
. max xp you can earn from any player clamped to 6
. xp earned from other players tapers off the more they earn for you
. xp from using resources for crafting removed
. diminishing xp bonus for crafting an item ( max 1xp total )
merge into main