199,310 Commits over 4,140 Days - 2.01cph!
foliage shader update & merge
update WIP tile shader for backup
WIP arena part
Tasks refactoring, objectives progress
More scene
Some item stats
NPC tweaking
fixed the foot IK rotation so it adjusts based on the slope of the surface
Additional hierarchy anchor points for seats, steering wheel, exhausts and mounted gun (yaw/pitch)
Cleaned up geometry to be a single mesh per module
Simplified colliders for all modules and chassis
lr300 fire rate increased 10%
lr300 skinnable
missing loot table changes
Should be properly merged now...
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Gang mission tasks set up
Destroy gang mission package when the mission is over
Added option opacity masking to core/generic shader
Fixed core/hair opacity clip in shadows
Fixed core/foliage animation on shadows
tweaked foot IK settings when crouched.
lootspawn will never produce duplicates
Testing out some new senses elect behaviour:
-The party leader's senses are now unaffected by being in a party (fixes sensing themselves)
-Party members senses now use the leaders senses as an additive list, so if the leader can perceive something every party member can also perceive that thing
Classic Unity null overriding fix
tile shader tweak/optim
updated the material and texture to work with the shader
Fixed back button in radial menu widget in wrong position
Added an open script button to CommandGenerator dropdowns to open the script up to the appropriate file/line of the generator
IsDesiredEntity condition now checks for BuildingAction Desires as well as Building desires
Added an IsDesired condition to the Create Building Desire action to prevent the Construct ability appearing when a unit already has a matching desire
A safe spawns in gang buildings, though it can be hard to find...
Safes face the right way (towards the center of the room)
Gang HQ safes try to spawn on the first floor
Add safe contents to gang inventory change event
Gang mission fixes and UI work
Tutorial Sub-Tasks can now trigger unlocks when starting (eg. unlock basic weapons when the player is asked to craft a weapon)
Unlock is silent (no UI pop-up)
More unsaved stuff + fixed build error
Cherry picked a few shader-related changesets from main
Cherry picked shader changes from SkinUpdates_2
Merge from Rust (23323,
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All completion triggers must pass before an objective is completed
Added "Build a camp" objective with time limit (Washed Up game mode)
Objective time remaining displayed on UI
Disabled idle sit on ground behaviour
DataBrowser saves sidebar scroll vector
While some issues remain, it compiles and runs.
Merge from skinupdates_2 (problematic meshes/colliders reverted)
Various objectives bits
Fixed building completion activity not being generated when a building does not require construction or materials