252,616 Commits over 3,990 Days - 2.64cph!
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)
Switched forcefield to prefab
Added SetKnownSmartObjects(IEnumerable<SmartObject> smart_objects) to DecisionMaker
Adjustments to make it easier to hit rock ball special
tweaked forcefield shaders so they blend in and out better. added fade in, idle and fade out animations with controller.
Added rockball breakup effect
Increased brightness of the stars (lost in tonemapping)
Tweaked moon brightness some more
Removed tiny invisible colliders around the big powerline poles
Added colliders to airfield warehouse and metal building
Improved hill noise
Added bigger bushes to the arid biome
Added hills and mountains to the arid biome
Improved splat mapping and color tinting in the arid biome
Improved splat mapping in forests
Tweaked moon brightness at day and night