248,625 Commits over 3,928 Days - 2.64cph!
* GitSync
* Added Entity.AddToMotionController
* Added Entity.RemoveFromMotionController
Fixing crash on import casued by FindAssets in OnValidate
Fixed infinite loop crash (sorry guys, totally my fuck up, patch coming)
viewmodel for the bone club
Initial AssetStoreExtract
Decisions for current and last tick is now cached. And rather than instanciating new decisions, when there's room the content of a decision is just replaced with new data to reduce the number of "new" calls each decision tick.
Fixed chat history not culling proper
Added server command "blueprintimport" to force importing blueprints from the old system if needed
Properly cleaned out "incentive" and replaced with better interaction handling.
Mesh LODs in the LOD grid initialize with their correct LOD when spawning
added biome_test scene
fixed issue with WaitForClipFinished in Unit+Sound
some hacks and workarounds in world and zone to allow scenes with multiple zones to load properly
Lion-El win & hit WIP anim
-cavemen can now whisper sweet little nothings in each other's ears.
New item stacking in world sound
-merging from main
-genuflecting at the altar of Plastic
BeforeEditor history fixes
Before Editor tool bar + back/forwards buttons and history
ConsoleSystem parsing fixes
added new forcefield to art/props folder
female character , textures and lods
Made bush specular a bit more reasonable
Added Unit.Noise float property, set to 1 when playing sounds
-storing squared distance and viewing angle, together with the units, for future use
-merged with main
-made some groundwork for hearing
Characters material balance work for FE and in-game.
Water colliders are more accurate (using 4 smaller box colliders)
Updated Human View prefabs (exposing RigHead xform)
BeforeEditor tinkering
Made tree specular a bit more reasonable
Fixed fresh server startup failing on the first attempt
Fixed RPG attack not doing any damage
Fixed warnings
Added weather.report console command
Tweaked cloud coverage that is enforced by light rain
- Fixed some inconsistencies with changes from main
- Added a decision tick rate to Agent+DecisionMaker, that can be configured in DecisionMakerSettings.
First draft Decision Maker system.
Added a specific quality level for Xbox
Updated character shaders
Being a bit chilly takes longer than 10 minutes to kill you
Tweaked rain 'isOutside' check to be a bit more reliable
Better death logging
Network++ (sorry)
added new background trees
slowed down mining quarry production (still same ratio per fuel)
FOR FUCK SAKE star particles
FOR FUCK SAKE camera prefab, quality setting, light setting and reflection probe to reduce rendering artifact
Added support for picking up items into a carried container. Containers have a max weight and max volume, used to determine what can be deposited into them.
Added Volume and Weight properties to ItemSettings
Added Hand Basket (carryable container)
Added two new carry/holding anim poses