248,703 Commits over 3,959 Days - 2.62cph!
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Cleaned up entity destruction routines a bit, overriding in Unit to make sure we remove ourselves and our Agent from their respective managers.
InfluenceMapEffector now derived from EntityComponent (TODO : make this configurable in BeforeEditor)
Improved list maintenance in Unit+Senses
Sphere tank top walkways/core/storage collision accuracy
Renaming Consideration asset files
Fixed missing directive in InfluenceAtPointConsideration, code consistency pass
Added SelfType and TargetType enums to ConsiderationSettings
terrain noise on sat dish
More accurate collisions on sphere tank walkways a,b,c,d,e,f
Updated material at the bottom of the tank, updated collision
Updated Igor controller / config
Re-enabled dives
-renamed namespace of InfiniteInfluenceMap
Minor player movement tweaks and fixes
added new wild west alarm anims, bunched in to one animation. tweaking textures and lighting on test court environment
tweaking textures and lighting in test court scene
More precise collisions, quarry and pumpjack
Construction plan uses non-weapon lookat weights
Always get at least one seed from eating corn/pumpkin
Fixed BeforeEditorTab.CreateTypeGroups not working
updating hat prefab hopefully the mesh is all good.
Adding tar_sand textures, tempoary oil crater model
In two player mode, server now at bottom of screen
Only allow voice chat when wounded, not when a dead ragdoll forever
Closing console executes any command entered in the text field
Cavemen should probably not be considered a threat in the context of the SO gizmos.
Inventory drag & drop between occupied clothing slot and occupied non-clothing slot makes the non-clothing item disappear
Better debugging of smartobject influence response. Each smartobject will now on OnDrawGizmos query the threat influence at their point.
Distance checks for runs are now per shot
Toned down Igor shot power
Some tweaks to IM stuffs.
Replays use hit reach param
-added a ctrl+alt+b shortcut to open the data editor.
Tweaked the gizmo drawing of influence response a bit to display only for selected units.
Fixed possible overflows of F1 console text buffer
improved dodgy eyes on skin normals 2 texture
Some tweaks to influence maps + added a slight hacky debug gizmo for influence per target (see Smart Object for DrawInfluence).
Species view creation automatically sets animator properties, including assigning a controller from the source asset directory if one exists
exploitable hat.cap with textures, materials, prefab and LODs
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