200,682 Commits over 4,171 Days - 2.00cph!
Moved CharacterClientProxySub
WIP texture updates - backup
Remaining npc sounds & tweaks
Pooling work, fixing leaks and reducing object creation for CharacterState and CharacterMotorState
Traps can now spawn a hint when they are set up
Added a new hint for traps
Rabbit Trap is marked as in starting pool for testing
Set up interactions for setting up a trap
Removed some spamming logs
Cover points has a score associated with them.
Fixed traps not setting their collider to a trigger
First pass on getting idling animals to go to traps
Made rabbit trap affect turtles as well (rabbits seem to sleep a lot? not great for testing)
Reverted a trap change that was only meant for testing
moved the player ready count stuff out of game instance to gamehost
game started event for GI
removed intro state cmd, game instance nowas game started event.
Intro anims are now kicked off in LoadGame() temporarily. BUG: this has introduced a bug with the turn banner appearing at the same time as the intro anim.
Biome textures for all mountain prefabs
Splat texture for mountain 5
Spawn mountains after all terrain maps have been generated
file cabinets models/cols/prefabs/textures
Removed CmdEndTurn, players now send CmdNextTurn as an input command request
Re-exported mountain biome textures
Updated biome map auto bake (now splat based)
Updated terrain splat transfer (better blending)
Implemented mountain biome map transfer
Updated mountain placement biome filter
Some preparations before pushing branch to main
Fixed construction atlas material
Removed DecisionMakerTypes enum, tertiary DMs from agents
Dynamic generation of cover point volumes.
Removed deprecated nav_local
improved bear deer and rabbit sleep anims
manually updated rabbit walk speed to match data
Fixed NRE in dynamic cover volume generation.
NRE catch in VisualFXParameters.SetupCache
moved localTeam id from GI to GIViewer