199,324 Commits over 4,140 Days - 2.01cph!
Post process terrain slopes near water to reduce wave clipping
Tweaked biome distribution and transitions
Added CinematicCamera module, for testing Cinemachine
Zero the camera after disabling cinematic module
Grass mat fix, disabled grass \o/
Ammo item mod. Added props to whitebox.
added test dodge anim with root motion
updated avatarPostprocessor.cs to look for _RM in the anim name and use root motion on XZ
added dodge bool to human controller(to test for now)
updated human male prefab with use root motion tickbox (will need to be udpated via tools if we go forward with it I think)
updated animation.cs with a check to see if dodge bool is active to disable ismoving and play anims at normal speed, also added OnAnimatorMove here to check if dodge is true and then use the root motion
Renamed UnitTargetsCondition to UnitIsBeingAttackedCondition
Combat.IsAttacking now more accurately reflects whether a unit is in combat with another unit.
Removed naughty FindIndex.
UnitVIew implements OnAnimatorMove, calls Unit.Animation.OnAnimatorMove
increased human walk stride length to slow anim down and look more natural
Fixed micro cliffs sometimes spawning on roads
Water level test does a quick check for river water depth
Senses ignores dead units
Senses doesn't tick on dead units
Units now turn around upon being attacked in an attempt to see their attacker.
Show button to open AI Debugger on Entity Info panel when an Agent is present
Removed cinematic camera module/components from prefab
DebugTools window NRE fix
HumanController human_combat exit transition no longer has fixed exit time, should be instant when the condition passes
water dispenser gibs, and the LODs should be there now.
Wild pumpkin and corn spawns are their own separate entities (don't have to be watered, spawn fully grown)
Mushrooms only spawn in forests (on ground where no grass is growing) so finding them is easier
Converted collectable spawn populations to the more balancing-friendly population scaling mode
chocolate, cans of food, empty cans of food all stackable to 10
Bushes and clutter rocks stay away from forest splat (to make mushrooms there easier to spot)
gibs meta and lods /try numero two
Fixed that some airfield walls were floating slightly above terrain
Fixed radtown_small_3 monument topology excluding some underground structures (RUST-838)
finally fixed water barrel LOD's and added gibs
fixed heli gibs being destroyed by flames
combined beep truck to 11 objects, created rims and tyres high and low and baked, exported to unity scene
Updated road scene
New race UI elements
Some monument loading time optimizations
Agent blackboard now gets wiped on tick.
Attempted to factor in ranged / melee considerations to ability selector (doesn't quite work yet).
Slight bush density reduction
Door barricades models, LODs, COLs, Gibs
No entities yet
Driftwood spawn patch size tweaks