200,817 Commits over 4,171 Days - 2.01cph!
Default area mask in NavigationParameters
Server lag compensation for attack entity cooldown verification
Projectile cleanup tweaks
made all switches use anim event "OnAnimationEvent" with string "Switch" and make them compatable with use while moving
Removed ToolTypes enum and replaced with new definition assets (ToolTypeDefintion)
MaterialTypeDefinition replaces MaterialTypes
WeaponTypeDefintion replaces WeaponTypes
Updated all affected data
Fixed bad name/header in stats property generation code (which has moved to StatsPropertiesGenerator)
reloading animator changes
Fixed SmartObject.AllowedSubscriptionCount returning bad values
Navigation.CurrentDestination never getsd zeroed
SmartObject subscription & reservation arrays have larger capacities because i dont't think it matters (@ptrefall?) and the counts aren't static
adjusted the scale of the double barrel shotgun viewmodel
adjusted the Aim down sight position of the double barrel shotgun
Stupid avoid UpdateDirtyRenderers trick (needs proper bounds computation)
fixing accidently ticked an attack trigger
DataAsset.ToString override returns AssetName
merge into main
playercull.enabled true/false to test
Fixed game startup creating two sets of tribespeople
Entity view field in debug tools window
Temperature grid is now in
fix for players taking too long to recalculate visiblity
FOR FUCK SAKE WIP alarm bot
FOR FUCK SAKE wip alarm bit
FOR FUCK SAKE spikey blade (fix mesh error)
Fixed an issue with GoalPlanVariant & BehaviourChain's IsActive flags causing Player instigated behaviours to sometimes be ignored (sneaky, sneaky AI)
Temperature stat now reads from temperature map
Fixed broken view model projection after disabling TSSAA
Added two new types of UnitActivity, EffectAdded and EffectRemoved
Effects can be flagged to notify on add/remove
ActivityData is now a struct
Fixed and cleaned updateDirtyRenderers hack
Env tweaks.
Lantern lighting isn't as ugly anymore.
Pre-release ready.
Certain rocks & bushes like buildings and radtowns less.
fixed some glitches in the humans torso rotational code to do with not having nav mesh destinationas and added LOADS of comments so Bill can understand
temporal-aa: reintroduced some fixes lost in previous temporal-aa merge from cinematics (e.g. tonemapping, black sludge)
temporal-aa: rolled back the updated sharpen to the previous version; more robust around strong emitters
Updated watchtowers and office building prefabs for glass transparency layer