246,757 Commits over 3,928 Days - 2.62cph!
Removed PlayerBuildingControls from Player prefab. Skeleton of PlayerController+Building partial added
Renamed PlayerCameraControls to PlayerCamera
Ported interior/exterior transition stuff out of Player and into PlayerCamera
General refactor/cleanup of Player
FoliageDisplacement boilerplate
Human views no longer flagged to apply root motion (caused weird offsets)
Hide human mouth plane
HarvestResource cleanup
Fixed weird ActionChain override bug (it wasnt null like it should've been)
Added GoToSmartObject Action. Currently the first tick fires the invoke and we wait for a OnDestinationReached Callback before calling on_action_done_callback, still actions don't seem to stop ticking.
improved the movement animations for the stag and the wolf
Let's try not having 5000 audio sources in the camera prefab, see if that works
"Fixing" some NREs in ActionChain
Added ItemSettings / Item / IItem
Reworking ResourceSettings / Resource
SmartObject reference now passed through ActionChain CreateAction and so forth
Re-wrote HarvestResource
Updated Before Editor tabs for Action and Resource
Fixed SmartObject Init setting incorrect subscriber count
Fixed SmartObject incentives list not being initialized
Fixed BeforeEditor CreateNewView naming skin transform incorrectly
PlayerController now handles smart object interactions in a nice generic way, so right clicking on any ISelectable with an SO component will call TrySubscribe for the first Incentive available
Deleted some old actions
Fixed floating boxes in the airfield hangars
Fixed airfield loot crate spawn points
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Allowed trees to spawn all around monuments if those happen to spawn in forests
Refactored some path code
Added topology, splat and width to path placement inspector
Fixed that roadside decor would spawn next to runways
created high poly swamp court rib cage, low poly and unwrapping low poly
Removed old menu and prefabs
Random collectable stone/ore/wood
Added default Unity terrain shader to shader include list
Don't mipmap the icons (to stop them going blurry on lower quality modes)
Added metal bars to the inside of the top tier wall
Tweaked terrain collision trigger gizmos
Fixed one tiny area in the Hapis tunnel that was triggerless
Can pick up mushrooms
Network++
Added terrain collision triggers to Hapis tunnel
Made clouds play nice with HDR
Moved interaction interfaces to their own files
Shift/Ctrl modifier key handling in PlayerController
Time of Day update
Made nights not have a 100% black sky
Fixed terrain mesh -> grass mesh transition being uneven with the new grass coloring
Lion-El : Updated backhand stretch, exported backhand anims, added events
Fixed missing spec map reference on dirt road material
Made grass LOD setting only affect somewhat distant grass patches
Fixed some shaders and materials on super low shader levels
Fixed some rocks that need terrain blending having it disabled
Fixed missing hammer rotate option
Walls take less damage from exterior side
Doors take less damage from exterior side
Floors take less damage from above
Roof takes less damage from above
Foundations take less damage from sides
Changed some loading screen names
Tools -> Update -> SpeedTree
Fixed roadside clutter sometimes facing the wrong way