200,805 Commits over 4,171 Days - 2.01cph!
Improved rock weapon. Cleaned unused materials folder.
Replaced SetUnitFlag Action with AddUnitFlag/RemoveUnitFlag
Added SitDown idle ability, which applies the Resting flag and triggers the Resting Effect
Added search and filtering to DecisionLog
- New camera shake implementation
- Added camera shake to player weapon firing
- Replaced old shakes with new shakes everywhere else
Fixed CanFindOrCraftToolCondition / IsCarryingRequiredToolCondition being shit
ActionChains call Break if they are empty
Personality stat modifiers are created on Unit init
Nuked most personality settings, leaving just Defender and Adventurer types with some basic modifiers
Fixed issues with Unit init order
Idle Ability tweaks
Editor GUI skin decision log GPV fix
Fixed bad loop in MachineCanProcessItem
Fixed some warnings
Spear prefab
Nuked old unsused meat prefabs
Data changes, should result in less idling and more doing!
setup the worldmodel for the semi_auto rifle
fixed orientation problems with the wakeup animation
Noticed in decision debug log that our Best GPV always scored 0, so went in and fixed that. Now their DecisionScore property will return the correct score.
- Camera zoom is capped to -250 for M/K
humanoid mecanim was doing some horrible stuff to to the rig so updated rig to make it play nicer
Serialization depth limit exceeded fixed?
changed sleep to use triggerStartSleeping and triggerStopSleeping
reenabled grass in the scene
- Scaled playership size from 1 to 1.3
Changed sleeping bool actions to new trigger names, updated Sleep effect
Disable IK look at while its shit
somehow female had lost controller so rebuilt
Moved/renamed construction test assets
proper fix for human female this time
Nuked old biome
Fixed Berry Bush interaction positions distance
Toned down the stone material spec/smoothness
rig change - latest human rigs to with current game data
- Factory1 set to randomise seed again
-EntityCondition changes to better filter buildings (failed to do fanciness with a generic type method taking an Enum, tho :/ )
Unit movement now uses a callback from the animator state, to allow better control over animation in/out stuff
Updated all anim controllers with new "triggerMovement" trigger and UnitMovement behaviour on their Movement state
Changes to Unit.TrySetDestination/SetDestination to play nice with the above changes
SkyDome cubemap settings improved in prefab/todDefault.xml
Added AI toggle to the unit debug view
Added example override controller in Units/Animals folder
Fixed reflection probes / HUD on xbox
A lorra lorra data changes
AI no longer re-enables itself (unit flagging doesnt disable DM anymore, instead we rely on conditions to stop sleeping units making decisions)
More unit movement tweaks, feeding angular velocity into the animator, lerping angular speed on the navmesh agent based on current speed
Rigidbody on Unit not kinematic
Comment out unit angular velocity shit until I have time to make it good
Rocks are no longer consumable
baked out new lightmaps, re-exported temple stairs with emissive materials fixed
PrefabPrepare - check for nulls