254,763 Commits over 3,990 Days - 2.66cph!
Slight bush density reduction
Agent blackboard now gets wiped on tick.
Attempted to factor in ranged / melee considerations to ability selector (doesn't quite work yet).
Some monument loading time optimizations
Updated road scene
New race UI elements
combined beep truck to 11 objects, created rims and tyres high and low and baked, exported to unity scene
fixed heli gibs being destroyed by flames
finally fixed water barrel LOD's and added gibs
Fixed radtown_small_3 monument topology excluding some underground structures (RUST-838)
Fixed that some airfield walls were floating slightly above terrain
gibs meta and lods /try numero two
Bushes and clutter rocks stay away from forest splat (to make mushrooms there easier to spot)
chocolate, cans of food, empty cans of food all stackable to 10
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
water dispenser gibs, and the LODs should be there now.
DebugTools window NRE fix
HumanController human_combat exit transition no longer has fixed exit time, should be instant when the condition passes
Show button to open AI Debugger on Entity Info panel when an Agent is present
Removed cinematic camera module/components from prefab
Units now turn around upon being attacked in an attempt to see their attacker.
Senses doesn't tick on dead units
Senses ignores dead units
Water level test does a quick check for river water depth
Fixed micro cliffs sometimes spawning on roads
increased human walk stride length to slow anim down and look more natural
UnitVIew implements OnAnimatorMove, calls Unit.Animation.OnAnimatorMove
Removed naughty FindIndex.
Combat.IsAttacking now more accurately reflects whether a unit is in combat with another unit.
Renamed UnitTargetsCondition to UnitIsBeingAttackedCondition
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
Ammo item mod. Added props to whitebox.
Grass mat fix, disabled grass \o/
Zero the camera after disabling cinematic module
Added CinematicCamera module, for testing Cinemachine
Tweaked biome distribution and transitions
Post process terrain slopes near water to reduce wave clipping
Updated Candleight handles
Added Cinemachine Base Rig
Automated Linux DS Build #321