200,716 Commits over 4,171 Days - 2.01cph!
- Added Bolts currency to gameplay UI
- FIxed bug where currency not displayed correctly with new save
- Bolts now drop in levels off enemies and crates (2% chance per lootdrop for now)
Refactored Stat+Modifiable and Tickable partials to use FixedArray for grouping modifiers by order
RUST 487 - No collision on silos at train yard fixed
Refactored Stat+Modifiable quite a lot, no longer using events to deal with modifiers of different types being added or removed to the stat, instead it's all done within the Modifiable partial
Renamed Stat+Tickable to Stat+Tick, now simply handles ticking!
Added a "Change" type to StatModifierType, essentially ignored by most of the stat modifier system, instead on Add it just changes the stat's currentvalue (base) by whatever Value is defined in the StatModifierSettings
Fixed AddUnitFlag not working
Minor Effect stat mangement refactor for better clarify
WeaponParams boilerplate for weapon specific effects, stat driven damage and range limitations
Fixed some Effects adding the wrong flags
Re-instated individual Agent ability storage, added IsGlobal flag to BaseBehaviourSettings (lazy because I don't want to cast to AbilitySettings at runtime...)
More Weapons data/boilerplate
Unit+Animation NRE catches to avoid errors for now, needs debugging (NRE ln75 RemoveAnimationEventListener)
FOR FUCK SAKE town scene/ asset
!A wip planet texture
Patched particle fog to prevent future issues
New blog images for Dreadora.
Added Minhs M4 into game. Round1
- Updated appid
- WIP danger markers
Deleted un-used third party : ParticleScaler and Sonic Ether Bloom + SSAO
Added internal combine normals override so we can use "Camera" to support forward "Before\Skin" in AO; switched mode and tweaked depth threshold to avoid halos
Added "Before\VertexLit Blended" for particle fog/scattering support
Misc shader work
Switched fx_embers and fx_smoke to "Before\VertexLit Blended"
- DangerMarker can create a ring mesh of any radius and thickness, with any number of sides.
- Added marker prefab and material
Fixed combine normals override shader
FOR FUCK SAKE town scene/planet
- More mortar/launchers testing
-new InfluenceMapConsideration type, added in PickUp ability
Female textures and cleanup
NRE error log in BehaviourCain where interaction target is null
ActionChain UnityEvents replacing System.Action
Unit+Combat effect stuff
- Mortar launcher now controls height and speed of it's mortars
Made the goals and abilities list drawers in AgentSettingsEditor unique
- Fixed a bug with Entities taking damage when they're disabled
Added filter func to the RLD constructor call in AgentSettingsEditor, rejecting any Abilities flagged as global
- Mortar can now attach/detach entities to it
Water2: quality control exposed in inspector
Water2: added force enable fallback normals to material params
-broken assets unbroken
-cavepeople refuse to collect sticks from under wolves.
Reflection probes enabled in Low quality settings
Fire FX sprite tweaks
textured temple inner court stones and exported. moved court grass and exported
rebaked lightmap.. hopefully for the last time.
added new inner court stones as they are much less busy. added court wear textures and created court wear shader for temple court which uses deferred setup. made court wear 2nd texture pink so you can see if it is working or not.
Cleanup PlayerCamera, Follow no longer relies on events but just nullchecks the PlayerController's selected units list and follows the first (see http://jira.facepunch.com/browse/BEF-144)
Unit tick profiler hooks
-removed old infmap consideration types (InfluenceAtPointConsideration and ThreatConsideration) and related assets
-added IM considerations to abilities and interactions, where fitting