200,808 Commits over 4,171 Days - 2.01cph!
One last transition style to try out.
fixed gift boxes despawning too quickly
fixed stocking LOD
Cowboy - forehand stretch & body anims
Cowboy - forehand stretch & body anims
Updated some ConditionType and DecisionLayer properties
fixed stockings not destroying with walls
Ore stones material tweaks
Terrain daily progress backup
Fixed DSE Condition/Consideration drawers not applying their filter func on asset query
smarter stocking population
Config file loading debug output
fixed the animation bug where the player would suck his own dick when he's wounded. (We're saving that animation for a paid DLC)
Data vis layout fuckery, collapsable nodes
Increased sheet metal building part base health to 750HP
balanced crude/oil drops from santa
removed condition from santahat
added giftbox LOD to cull out particles
Fixed some item skins not shipping properly
created high poly temple stairs model. re-exported grass. added dylans quickshot fx
made all meshes that should be static static, rebaked lightmaps, tweaked grass shader, added new amplify colour
Added new anims to controller
Fixed some skins showing up pink
Fixed bucket helmet not LOD'ing properly
added test guns and hand with anims
Made data node collpase button not shit
Node collapse hides siblings
- Split DataParameters class to its own file,
- Added EffectName field to EffectParameters
Angry blendshape tweak. Texture tweaks.
FOR FUCK SAKE cloud
FOR FUCK SAKE subsurface shader to reduce shadow artifact (sss now increase ambient)
FOR FUCK SAKE asteroid material
FOR FUCK SAKE asteroid light normal bias
FOR FUCK SAKE rebuild asteroid tile set
Asset save, effect names etc
Added MachineSetingsEditor
EffectSettings.OnTriggerStart uses correct agent.AddEffect overload
BehaviourChain.CreateInteractionBehaviour NRE catch, need to look at why target entity can end up nulled, probably related to issues with SmartObject subscription/reservation
Coverting a bunch of world model colliders to primitive colliders (should fix items falling through ground)
Dropped item rigidbodies correctly copy drag and angular drag if specified
These look like they can be deleted
fixes for wrong rock decor material config
dirt splat texture polish
stones splat texture polish, normal map is less deep and more realistic looking
gravel splat added, replaces path splat - repainted some of dungeons splats accordingly
biomes colours, almost final
atlases updated
-fixed up freezing effect not triggering
-a DSE empty of conditions/considerations now returns 0
-and a merge
Reverted DecisionScoreEvaluator change
latest bear rig and anims
Actual latest bear, last checkin file was a few hours old