19,298 Commits over 1,614 Days - 0.50cph!
Fixed NRE with debug spawn panel
Fixed player controller not filtering Abilities properly
DataBrowser listing tweaks
DispenserParameters validates dispensable names
Default interactions for a few items, removed destroy on unsubscribe from SmartObject since it was no longer used
Editor tweaks
Only show interaction position data warning when there are positional interactions defined in the Entity/SmartObject data
Desires and Emotes summaries.
Bear Cave, not fully working + reimport of stats
Description overflow fix.
Don't cache names in editor because unless in playmode
Audio bundles can specify UnitSettings, updated animal bundles
audio mixer snapshot blending based on camera distance.
WIP Migration to TextMeshPro
Fixed NRE in Command
DynamicDOF uses player camera transform not Player root when lerping focus by distance
Extreme color grading, sorry petur
isCarryingBothHands for large rocks
renamed bear body mesh to proper name (didnt help make it not die on spawn)
Added chest Unit attachment slot, updated importer
Added big rocks to spawn tables
Remade all human view prefabs
Fixed bad rock pile materials
Fixed entity view prefab import resetting source object scale to 1
Fixed Item.BigRock having a bad view prefab, set default interaction and carry params (using new chest slot)
Renamed huts to be consistent
Some misc cleanup
stabilisetorso srcipt to carry both hands anim to stop it from rotating like a crazy
Attachments cleanup, various editor fixes
Item view attachment offsets can be adjusted at runtime by selecting the view in the scene view
Fixed some nulled unlocks in Building skill def
Fixed names not showing correctly in the data browser when the game is playing
Deleted unused building stat definitions
apparently I didn't commit the mixer.
Unclamped structural values for building upgrades
Fixed building view init order issues causing NRE in the building editor tool
Moved audio source prefabs into the prefabs folder
Smash big rock has its own interaction, held item condition to prevent it being performed when held
Replaced all small rock meshes with slightly higher poly versions, scales might be a bit off
Added group collection support condition, tweaked groups data and herd AI module
Fixed NRE in collections debug gizmos
Durational actions + UI stuff
Initial implementation of location and mood based snapshot blending.
More UI text component replacement
Enabled forward rendering support on terrain and terrain-blend shaders
Disabled snow accum when painting is enabled (was running out of samplers)
Updated custom PBS lighting to match b6+
Enabled forward rendering support on grass and speedtree shaders
Updated ASE to v0.4.0, first non-beta release