199,294 Commits over 4,140 Days - 2.01cph!
Cherry picking overgrowth material / textures
Disabled terrain base pyramid map baking
Updating to latest overgrowth material
* Don't load new background images when in-game
Automated Windows Build #537
Reduced hiz culling default update freq to match playercull (for now)
Restored more aggressive player model applyVis (w/ fix for parts)
Fixed hiz culling heap alloc
Fixed hiz redundant call
Automated Linux DS Build #537
flame turret network usage reduction
flameturret fireballs slow movement by 20% more
large furnace has turn on/off buttons on loot panel
large furnace can only be accessed from its alcoves
fixed chocolate bar missing eat sound
Fixed terrain shader compilation when parallax keyword is enabled
Cop AI work and refactoring. Cops keep their guns out and remember criminals for 30s, then go totally back to normal. Also commented out some OnDrawGizmos stuff so I can see my own ones.
Description overflow fix.
Don't cache names in editor because unless in playmode
Audio bundles can specify UnitSettings, updated animal bundles
audio mixer snapshot blending based on camera distance.
AI reloading reinstated. Added aim inaccuracy.
Cops boost view distance momentarily when shot,
WIP Migration to TextMeshPro
Fixed NRE in Command
DynamicDOF uses player camera transform not Player root when lerping focus by distance
Extreme color grading, sorry petur
Pedestrians flee when getting injured
NPC shots can damage vehicles
granola bar eat sound added
paper cost reduced
Armored Single door now has a functioning hatch
vm basics
Some fixes for potential null checks and general issues
Fixes after doing some testing
Merging in AI work and fixes
isCarryingBothHands for large rocks
renamed bear body mesh to proper name (didnt help make it not die on spawn)
WTP overgrowth dressing end
Added chest Unit attachment slot, updated importer
Added big rocks to spawn tables
Remade all human view prefabs
Fixed bad rock pile materials
Fixed entity view prefab import resetting source object scale to 1
Fixed Item.BigRock having a bad view prefab, set default interaction and carry params (using new chest slot)
Renamed huts to be consistent
Some misc cleanup
stabilisetorso srcipt to carry both hands anim to stop it from rotating like a crazy
changed default formation
Cleaning console command running paths
Attachments cleanup, various editor fixes
Item view attachment offsets can be adjusted at runtime by selecting the view in the scene view
Fixed some nulled unlocks in Building skill def