202,065 Commits over 4,171 Days - 2.02cph!
if UNITY_EDITOR wraps EntitySettings.OnValidateHook
armor condition lowered by damage absorbed
final breaking shot on armor properly only absorbs what it can fractionally rather than 0 or 1
cannot wear broken armor
broken helmets fly off the player on kill headshot
broken items have warning icon
armor provides 100% protection until broken rather than scaled by its condition
armor balance
roadsign armor more effective against melee, less effective against bullet
wood armor very effective at stopping shots, but breaks after being hit twice
helmets overall more effective against melee, but easier to break
metal facemask/chestplate slightly cheaper, but only save 5-8 shots before requiring repair
bone armor nerfed against bullets slightly ( it looks stupid anyway so don't use it )
code cleanup
wood armor pants/jacket not repairable
can wear broken armor at 25% effectiveness
Randomize road width slightly
Rivers react to obstacles in a more natural way
Reduced river and road vertex count slightly
Fixed riverside and roadside topologies reaching too far around rivers and roads
Tweaked river and road splat adjustment fade
Fixed rivers sometimes randomly failing to be added to the water map (physics weirdness)
Added normal smoothing factor to road and river meshes
Fixed mesh normal discontinuities when rivers and roads have to be split for collider perf
- WIP ammo pickup placeholder UI
Added border nature stuff.
Fixed building culling bug.
updated window and road height
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Touched river and ocean shaders just in case
new idle randomise system
movements on human setup to stop spamming console
AvatarPostprocessor tweak
Bu-bye, TAA, we hardly knew ye
added back transition to emotes from idle
EntityViewEditor SmartObject panel
EntityViewEditor for children
Fixed compilation error in underwater.shader
Player can select any entity in editor
Entity.Transform property rename for clarity
Entity.OnSelect/OnDeselect bool set in base methods
PlayerController entity selection fixes, event properties
Ground/world clicks deselect all entities not just units, duh
Debug select only control
Press F1 to select the currently selected Unit's view gameobject
fix for in combat while runing glitching
last checkin was the wrong file, this is the real fix for in combat while running glitch on the human
-leftCtrl + lmb on unit = selects gameobject in inspector
-Fixing SO not checking for max Subscriptions and InteractionPlan too.
Deincrament suscription change
Move smartObject.AllowedSubscriptionCount incrament to InteractionPlan constructor
AllowedSubscriptionCount calculated correctly
Started splitting network and gamemanager functionality
Added mission status UI