200,754 Commits over 4,171 Days - 2.01cph!
Skip LODs that use multiple submeshes (for now)
Batched mesh readonly fix
- More reward screen work. Ability info + comparissons.
Fixed water hot reloading errors
Updated amplify motion to v1.7.1
- Mission reward screen now rewards 500 cash plus another 500 if the cash reward is chosen (placeholder amounts)
MeshCull plays nice with batching
Water specular and smoothness control (doesn't affect SSR)
Water specular and smoothness control (doesn't affect SSR)
- Reward UI now pops up in town after completing a mission and disappears when you accept a reward
Updated water and river materials
added temple flower with eclipse anims
removed erroneous temple animation files
added new anims for eclipse mode
added particle effects, lights and flower for eclipse mode
Automatic batch splitting when vertex count limit is reached
Compile fixes (CLIENT / SERVER)
Made Desire system generic, adding params classes for data exposure
Added a DesireFilter system used in DesireCondition
Exposed DecisionLayer and ConditionType data as readonly fields in Condition & Consideration Editors
Bulk action rename
Data save
Fixed Agents not ticking DM
Fixed DecisionContext not reigstering Desire requests properly
DSE runs AddAgentDesires when exiting early due to Condtion eval failure
sidewalk textures
final road models (still needs a LOD pass)
dungeons tweaks/updates for roads
Agen.AddDesire checks for existing desires (params id comparison)
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Fixed seams in foam noise texture
More foam options; parity
Removed unused params in river shader
Fixed error spam on connect
Some data tweaks to get fire related goals working again
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
- More reward screen work
- More reward screen work
Fixed issue that could force LOD0 to always be visible
Owl - Updated forehand stand, changed events
- Weapon scriptable object definitions now control which splash damage prefab is used and it's radius and min/max damage
- Reward screen item panels now show weapon stats
Added EntityComponent filtering to EntityCondition
Cleaned up Machine/MachineProcess a bit
Lots of data changes
Fixed bad skin update stuff in BuidingView
Goals data
Owl - forehand stand update
Cowboy - update to death anim WIP
Added run east source file
Initial smash source
- Mission definitions can now be marked to not get selected at all
- Disabled the alcohol pump mission until it's more fun and outdoor is more filled in (outdoor only mission)
Updated eclipse controller - now lerps colours correctly
Fixing some condition data brokeny refactor
Implemented goosey's holosight model
Implemented goosey's silencer model
Semi_Auto Rifle : shortened the blend time between reload --> idle ( fixing the weirdness that occurs when player goes into ADS after reloading)