243,677 Commits over 3,898 Days - 2.60cph!
Setup up the right hand celeb player to have its own camera
Cleaned up human max file a lot, saved out all non-skinned assets to seperate source files
Consumables now destroyed after their action chains have finished (which is crap, we need to send effects to the agent and destroy the item itself on consume)
Added Unit Behaviour stuff to the Entity View
Weather override console commands take floats
Increased LOD grid cell size (perf test)
Randomize river width along the river path
Added keyframe in shield anim
Forest, hill and lake tweaks
World performance optimizations
updated plate armour textures/materials
Fix for shield special override
updating metal plate helmet textures/materials
FOR FUCK SAKE pirate textures
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worldmodel prefab for the bone club
tweaked some animations for the bone club viewmodel
Don't play player flinch sounds for now (so we don't have manly grunting females)
First pass at stag sounds
Added head senses object creation back in
Added hearingFalloffCurve to UnitSenses (not being used yet, only to test DiscGraph handles in HumanEditor)
Human male tweaks
Optimized dynamic decor by making the layout of the spawn patches a bit more sane
Ferns no longer suppress bush placement in forests (they should really be spawned with the dynamic decor system anyhow)
Generate all possible rivers, then select the longest ones
Fixed missing reflections and stars
test fix for ragdoll spazzing
Started reworking shield effect, can now take multiple hits
Moved animation event reciever to UnitView, forwarding up to Unit. Also made it generic (passing string to use for lookup)
Added Unit+Animation
Unit cleanup, moved Senses init stuff to InitSenses()
Added animation callback for PickUp
Added Lion-El character selected anim
Added Lion-El character selected anim
Added trigger & hooked up animator to play anim on selection
DM only considers enabled SO Interactions
SetupAwarenessSphere() head finding replaced with Linq
tweaked gloss on water
made new fog emit slightly less particles, made slightly more alpha-ed out
unitmanger/senses style and layout cleanup
added new cartoony fog to swamp court
Merged from ZoneResources
-perceived SOs are being passed from Unit, on to the agent.
-units now also 'see' smartobjects (items,resources,buildings)
-they remember SOs they saw for some hours (currently 6) after which they forget.
Data Editor/Entity View tweaks and improvements
Added name override for interactions, exposed InteractionName property which returns either the name override or a formatted asset name
Interactions shown in the radial menu now read better (showing item name, etc)