255,465 Commits over 3,990 Days - 2.67cph!
Ground/world clicks deselect all entities not just units, duh
PlayerController entity selection fixes, event properties
Entity.OnSelect/OnDeselect bool set in base methods
Entity.Transform property rename for clarity
Player can select any entity in editor
Fixed compilation error in underwater.shader
EntityViewEditor for children
EntityViewEditor SmartObject panel
added back transition to emotes from idle
Bu-bye, TAA, we hardly knew ye
AvatarPostprocessor tweak
new idle randomise system
movements on human setup to stop spamming console
Touched river and ocean shaders just in case
▉ ▊█▍ ▊▌▅█▍▄▉▅▊▉ ▅█▇▉ ▇▌▇█▆
updated window and road height
Fixed building culling bug.
Added border nature stuff.
- WIP ammo pickup placeholder UI
Randomize road width slightly
Rivers react to obstacles in a more natural way
Reduced river and road vertex count slightly
Fixed riverside and roadside topologies reaching too far around rivers and roads
Tweaked river and road splat adjustment fade
Fixed rivers sometimes randomly failing to be added to the water map (physics weirdness)
Added normal smoothing factor to road and river meshes
Fixed mesh normal discontinuities when rivers and roads have to be split for collider perf
wood armor pants/jacket not repairable
can wear broken armor at 25% effectiveness
armor balance
roadsign armor more effective against melee, less effective against bullet
wood armor very effective at stopping shots, but breaks after being hit twice
helmets overall more effective against melee, but easier to break
metal facemask/chestplate slightly cheaper, but only save 5-8 shots before requiring repair
bone armor nerfed against bullets slightly ( it looks stupid anyway so don't use it )
code cleanup
armor condition lowered by damage absorbed
final breaking shot on armor properly only absorbs what it can fractionally rather than 0 or 1
cannot wear broken armor
broken helmets fly off the player on kill headshot
broken items have warning icon
armor provides 100% protection until broken rather than scaled by its condition
if UNITY_EDITOR wraps EntitySettings.OnValidateHook
EntityView event fixes and UnitCollection trigger re-write
More view > entity monobehaviour deferal
DecisionMaker init fixes and additional cached casting for new Group derived Entity types
Also added temporal AA from the playdead repo
Fixed a bunch of broken prefab refs
Radial layout thing
EC injects smartobject interactions in base init
UnitGroups to UnitClass
Smooth water volume color transition from river to ocean
Fixed river lighting mismatched with ocean