255,024 Commits over 3,990 Days - 2.66cph!
Re-added deployer for locks (until we have something better for them)
Decay protection points use sockets (faster than physics query and actually reliable)
Removing some dead goals and actions
Making combat code a bit more generic and sensible
Added buildingobject LODs
TENN-15 - Smash anims
TENN-15 - Smash anims
Owl -Serve walk update
TENN-15 - smash anims + clips
Owl - improved serve walks ( translates further, added outros & hooked up to player controller)
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Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
FOR FUCK SAKE burner rig/setup
FOR FUCK SAKE burner prefab
!A burner animation + animation controller
Reset controller on main menu entry
Updated input module to handle multiple selected items
-removed useless function(leftover from attempted changes)
-dbl click breaks follow.
modified rowhouse mats and mesh
- Massive savegame rework and tidyup
- Furthest level reached is now permanently saved
- Deleted a bunch more now-unused files
Gave player goals some special treatment in Agent+Goals.
concrete slabs models, LODs, COLs, ready to place prefabs, textures
powerplant dressing update
Rectangular lots, a few tweaks.
Final polish and added the FX lineup to graybox scene.
Blend improvement
Crunched the new textures down to nothingness.
Missing prefabs.
Secondary fx blend style for comparison. Maybe better.
Atlas and parts for violent impact spray.
Unnecessary mesh in this prefab.
More projectile stuff, bow shoot ability groundwork
Give player commanded goals a bit more power.
EffectParametersDrawer enabled again
Missed heli glass material
Added VE Fire Threat to Burn Fuel process.
Choppa has new shaders; now fades nicely into fog
Added fog-aware custom glass shader (very basic atm)
Added lower level of detail to rain
Changed default momentum drain rate to 0.001
Tweaked SMAA for quality; now works on grass and others
-grabmove is dampened
-camera raises its height better
-grabmove reliably works when camera is skewed down (and still only initiates if you mmb on ground, as opposed to , say, sky)
-when grabmoving the camera still follows the lay of the land (ie. raises if running into mountain)
DecisionPlanParameters.MomentumDrainRate min value now 0.001