254,763 Commits over 3,990 Days - 2.66cph!

9 Years Ago
Slight bush density reduction
9 Years Ago
Agent blackboard now gets wiped on tick. Attempted to factor in ranged / melee considerations to ability selector (doesn't quite work yet).
9 Years Ago
Some monument loading time optimizations
9 Years Ago
Updated road scene New race UI elements
9 Years Ago
combined beep truck to 11 objects, created rims and tyres high and low and baked, exported to unity scene
9 Years Ago
granola x10
9 Years Ago
latest art data
9 Years Ago
fixed heli gibs being destroyed by flames
9 Years Ago
finally fixed water barrel LOD's and added gibs
9 Years Ago
Fixed radtown_small_3 monument topology excluding some underground structures (RUST-838)
9 Years Ago
Fixed that some airfield walls were floating slightly above terrain
9 Years Ago
gibs meta and lods /try numero two
9 Years Ago
updated whitebox
9 Years Ago
Increased mushroom count
9 Years Ago
Bushes and clutter rocks stay away from forest splat (to make mushrooms there easier to spot)
9 Years Ago
chocolate, cans of food, empty cans of food all stackable to 10
9 Years Ago
rolled back city prefab
9 Years Ago
merge.
9 Years Ago
Wild pumpkin and corn spawns are their own separate entities (don't have to be watered, spawn fully grown) Mushrooms only spawn in forests (on ground where no grass is growing) so finding them is easier Converted collectable spawn populations to the more balancing-friendly population scaling mode
9 Years Ago
prefab update
9 Years Ago
water dispenser gibs, and the LODs should be there now.
9 Years Ago
DebugTools window NRE fix HumanController human_combat exit transition no longer has fixed exit time, should be instant when the condition passes
9 Years Ago
Show button to open AI Debugger on Entity Info panel when an Agent is present Removed cinematic camera module/components from prefab
9 Years Ago
9 Years Ago
Units now turn around upon being attacked in an attempt to see their attacker.
9 Years Ago
Senses doesn't tick on dead units
9 Years Ago
Senses ignores dead units
9 Years Ago
Water level test does a quick check for river water depth
9 Years Ago
9 Years Ago
Meta
9 Years Ago
Fixed micro cliffs sometimes spawning on roads
9 Years Ago
increased human walk stride length to slow anim down and look more natural
9 Years Ago
choppin'
9 Years Ago
Some more cleanup
9 Years Ago
UnitView cleanup
9 Years Ago
UnitVIew implements OnAnimatorMove, calls Unit.Animation.OnAnimatorMove
9 Years Ago
Removed naughty FindIndex.
9 Years Ago
Combat.IsAttacking now more accurately reflects whether a unit is in combat with another unit.
9 Years Ago
Renamed UnitTargetsCondition to UnitIsBeingAttackedCondition
9 Years Ago
added test dodge anim with root motion updated avatarPostprocessor.cs to look for _RM in the anim name and use root motion on XZ added dodge bool to human controller(to test for now) updated human male prefab with use root motion tickbox (will need to be udpated via tools if we go forward with it I think) updated animation.cs with a check to see if dodge bool is active to disable ismoving and play anims at normal speed, also added OnAnimatorMove here to check if dodge is true and then use the root motion
9 Years Ago
Ammo item mod. Added props to whitebox.
9 Years Ago
Player prefab save
9 Years Ago
Grass mat fix, disabled grass \o/
9 Years Ago
Zero the camera after disabling cinematic module
9 Years Ago
Added CinematicCamera module, for testing Cinemachine
9 Years Ago
Tweaked biome distribution and transitions
9 Years Ago
Post process terrain slopes near water to reduce wave clipping
9 Years Ago
Updated Candleight handles Added Cinemachine Base Rig
bot
9 Years Ago
Automated Linux DS Build #321
9 Years Ago
Merge from main