200,532 Commits over 4,140 Days - 2.02cph!
tribal drumming loops added
Stat fields + defaults in IsWithinPerceptionRangeSettings
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
Removed Stat.CappedMaxValue, MaxValue handles caps itself
Chimney spiral strairs final mesh LODs and Colliders, Prefab
Military tunnel update
Fixed approaching targets in combat
player preview state anims
MeshReplacement and SkinSet also update the renderer root bone
player state transition anim source
More tweaks to approaching in combat
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flashlight emission point brightness increased
flashlight dust beam brightness reduced
Stat modifiers can now target max or current value
Fixed "minipulation" typo in all the things
Fixed IsWithinPerceptionRangeSettings not checking the right stats
Other refactoring
BaseEntity physics cleanup
Fixed bad casting in Stat+Properties
Effects now support keyword replacement in their descriptions
FOR FUCK SAKE doors with collider
!A spawning anim to fix the cubemap render
made the LR300 sit in the players hand better in 3rd person
fixed the IK positioning of the LR300
tweaked materials on hex blocks and truck to not be light at night. Tweaked TOD lighting settings somewhat, fair way to go
Fixed NRE in EntityView.OnDrawGizmos (cloned views)
Fixed bad path in SceneLoader
Scoring of roles.
Remains to properly enter and exit acts through the chain of acts for a Social, need some kind of callback to hook up to on Act finished.
- Troubleshooter gates 99% fixed
Added Unskilled SkillLevel
Removed SkillRequirement
Fixed ResoruceTypeDefinition fuckup
Combat Ability Selector logging
Modified the decal surface to allow position change before painting
Sewer chimney blocks LODs and prefabs
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
Merge from main and fix ghost mission send player list function call
Asset "enum" drawer has a select button again
Improved Dispenser interactions drawer
Breeding now works, but have to set up callbacks to catch when we should exit an act (and in turn a social) that we can properly uninstall act/role modules, and continue the chain of acts for a given social to solve more complex socials.
Fixed Resource interaction skill usage
Fixed more skill usage data
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
ExitAct in Social works now, which removes the module of the act.
EnterAct for next act in chain of Social works now.
EndSocial works now, which removes all participants and destroy the Social entity.
Merged from main to keep branch healthy.
More Colliders, scene update
tortoise rename
morphs to nutition