106,601 Commits over 3,836 Days - 1.16cph!
Slightly increase random movement area range in combat state
Updated all main scientist AI designs to not always take cover when hit, now also includes a min health and a chance check.
Fixed a bug in excavator scientist entity mem reference slot.
Added excavator and mil tunnel scientist prefabs to Spawn Lineup feature.
AIArena nametags now show the AI design filename too.
Fixed SC rocket splash damage issue related to wall corners
Stairs spiral landing conditionals - Moved collider to parent, set models to server cull
ticked on 'bake into pose' for root transform/rotation on updated bear animations
exported bear sprint and canter and edited some bear anim settings in unity
shipping container skin floor and triangle floor conditional models for exterior display
prefabs setup
merge from ModelConditionTest_Outside_Inside
Match build options for old build process
Add ScriptableBuildPipeline package
Implemented a new, custom BuildAssetBundles method that runs PreProcess on a new instance of each prefab, saves the modified prefab into the bundle under the original prefabs name and then destroys the modified prefab version after the build is complete
without requiring an AssetDatabase import
Backing this up because it will probably break my project if it goes wrong (it will definitely go wrong)
Merge from Tugboat. Need to see if tugboat and ragdoll rewrite + physics layer changes will behave well together.
Added engine and water audio loops
Minor glass texture adjust
Lowered opacity on tugboat glass - easier to see through (requested in meeting)
Reasonable starting setup for water wake FX on tugboat
Conditional model pieces / mesh of child prefabs of building blocks now spawn in the correct place
Merge from ferry_terminal
Fixed ScaleBySpeed not dividing by deltaTime, causing the reported speed to be framerate-dependent and much lower than actual. Greatly increased the min/max speed values all users of this script to accommodate for this fix. Fixes all boat wake effects being framerate-dependent.
Updated:
- Kayak
- RHIB
- Rowboat
- SubmarineDuo
- Submarine Solo
- Boogieboard
- Innertube
- Horse innertube
- Unicorn innertube
- Shark
- Horse
Shipping container showcase scene
Possibly fixed feet IK rotation getting applied incorrectly after being forcibly dismounted from a vehicle (eg. crashing a minicopter)
Removed extra collider and rendererbatch script. Added wake and engine FX from RHIB.
Vintage Wall Clock Prop Prefab Setup
exported bear stand up anims ,rotate anims and edited run anim
bear controrller - added turn layer
added turn pose test, attack with translation
merge from main -> global_networked_bases
Adding ModelConditionTest_Outside / ModelConditionTest_Inside
Adding placeholder conditional variants of shipping container floor for inside / outside
Scene additions for Matt. Pool, volumetrics volume.
Fixed extended UVSet support in Blend4Way
merge from aiarena_animal_control
Can now control animal movement in AIArena - take control of an animal and left click to move it to the player's look position.
Added Animalbrain.States.MoveToPoint to move to raycast position memory.
Added Animal.ControlTest AI design, added it to all animals as second AI design.