202,383 Commits over 4,171 Days - 2.02cph!
Fixing stupid CanSubscribe checks
Projectile prediction tweak
Interaction tweaks
GoToSmartObject tweaks
ST: reverted billboard vface compensating for inverted orientation
ST: updated all materials
Explicit case for fake projectiles with a penetration power of 0
Fixed NRE in projectile prediction if non-authoritative
Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
Testing out racket trail effect
cut in to lava court platforms to make it less uniform
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Missing collision component on trainyard1
Progress on water treatment plant
Extended the sewers greybox set
Water filtering tanks greybox's
Strairs overhang/catwalk greybox
SpeedTree asset tools support multi-selections
Fixed EffectRecycle lifetime calculation
PVT: forgot to touch the standard terrainblend shader; fixes tiling issues
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Projectile tracers no longer disconnect from their parent one frame too soon
Added UnsubscribeOnCompletion flag to InteractionSettings, allowing SO subscription to persist after completion of the SmartBehaviour ActionChain
DM will call SmartObject.Unsubscribe when applicable
ScreenOverlayEx takes light intensity into account
Fixed a gazillion missing ST textures, rebuilt their materials a few dozen times for fun
Shifted about some Agent+DM code to Agent+SmartBehaviour that deals with auto-completing a "current" SmartBehaviour if it's action chain is completed and a new behaviour is being stacked on top of it.
removed component with missing script
FOR FUCK SAKE WIP prefab room
FOR FUCK SAKE asset cleaning
SmartObject.TrySubscribe overload with interaction name lookup
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FOR FUCK SAKE minimap shader / tweak minimap cam
Slight left/right panning on local player footsteps
Electric buzz sounds for petur
FOR FUCK SAKE test prefab room
Water treatment plant backup
faster and more reealistic collect stone/mushroom FX
smoke signal is now purple
Added back in Forget if Interrupted to interactions.
fixed collision on test court