202,575 Commits over 4,171 Days - 2.02cph!
UnitManger unit ticks per frame to constant
Agent Manager is now slightly smarter about how it updates its agents OnSecond and OnMinute.
Player GoTo fix
CanFindBuildingMaterials filter NRE fixes
Igor - forehand/backhand hold anim source
Removed SmartSubscription.IsActive, fixed some issues with SmartObject subscription
- Sinewave movement tests
- Can now press space on mission select screen to roll/start
Added dive test
Fixed Owl dives
Tweaked anim events to prevent delete component in a callback errors
Plugged in anim events and moved stuff to correct folders
Fixed cyclic reference detection in util.TableToJSON
Fixed cyclic reference detection in PrintTable
Profiling
LookAt perf tweaks
Automated Linux Build #153
StabilityEntity saves and loads cached stability value
StabilityEntity protobuf stability value is optional (backward compatibility)
Automated Linux DS Build #153
Automated Windows Build #153
StabilityEntity protobuf stores distance from ground
Don't try to load binary modules that have the same name as a base Lua module
Automated Linux Build #154
Automated Windows Build #154
Entity spawn test console command (entity.create)
- WIP new mission type: timer
BuildingBlock protobuf update (backward compatibility)
Automated Linux DS Build #154
set all shaders on wild west environment to use deferred rendering, baked out new lightmaps, tweaked lighting
Error/ErrorNoHalt now call menu state's OnLuaError hook
Improved error handling for NextBot coroutines
anims are pretty rough sorry, will polish them once seen them in game
Automated Linux Build #155
Automated Windows Build #155
- Missions are now passed the mission SO to their Init function
- Added new SO def type for time based missions
- TimeObjective now successfully completes on survival
Removed unused textures/models
Resized some oversized textures
Refactoring Unit+Item/Attachment handling to be a more flexible and robust
Unit+Combat calculations now account for resistances to damage types, mitigation from attributes, and weapons (plus their procs)
Added DamageTypes and DamageResistances to Species combat params
Added DamageTypes to WeaponParams
Added HoldItem flag to PickUpItemSettings
Added AttackSpeed attribute, used in combat timings (value*(100/1000) = delay in seconds between attacks)
Added AmourRating attribute, used in combat calculations as mitigations (exposed in data, so optional)
Weapons data for both spears and rock items
added attacks to controller and toned down head bob on run
Fixed people trying to steal items from each other
Automated Linux DS Build #155
Cowboy - updated smash anim source
update to clean export script
Condition wrappers can now flag a desired result via enum in the editor, DSE switches on this after evaluation.
Ingore ID match when setting active goal from PlayerController
viewmodel animations and sounds for the pistol weapon
checkin of latest so I dont break something and not have backup
made the muzzleflash/shell ejection use World space coordinates.
fixed some code with prefabs that had the ParentToBone not parenting correctly.
Sentry + ak worldmodel now uses new AK model