244,150 Commits over 3,898 Days - 2.61cph!
Slightly toned down the dreamlike bloom.
Undone maxunack checks (should fix client input freeing)
[war] refactored some of enemy AI
AI now remember their current action's score.
rigged the sawed off shotgun and started animating it.
Fixed that underwater image effects looking insane (mostly caused by very bright height fog)
Updated water to latest version
Fixed water shore fade and refraction
Merged changes from main.
Hacky biome and topology map loading for TestLevel
Removed fake CanSleep check.
Animals now sleep in the woods instead of directly on their spawn point.
Sleeping animals are no longer disturbed by resource nodes.
Made monuments block other stuff from from spawning inside them as well
NPC now flinch when attacked.
Fixed NPC animation state.
AISense.Think no longer called twice.
- Updated vm salvage axe attack2 hit source anim
- Renamed axe idle to idle_rare, added simplified idle
Updated torch vm source files
Added simplified salvage axe idle, updated blends on controller
Updated salvage axe attack2 hit anim
[racer] New car is working.
Fixed more issues with the transformation system.
Removed short NPCAI time warnings.
Merged changes from main.
added cloud_city environment to unity scene, set up lighting, prefab skybox, created LED shader for inner circle, created emissive maps for blue lights
Added priority to decor scripts
Added cull grid instance (still unused)
Added field rocks to the arctic biome
Gave rocks placement priority over bushes and made them block bush placement
Tweaked rock terrain modifiers
Tweaked bush scales
Tweaked test cave
Protocol++ (network + save)
Fixed a couple of issues with drawing primitives.
Attempting to fix a few issues with the transformation system.
Added `RectI.GetBounds()` and `RectF.GetBounds()`.
Merged NPC steering improvements.
Updated anim events for vm rock attacks
- Modal state fix.
- AI Manager Reset and World Instance removal added when exiting a game
UI Modal work (pause, quit, etc)
Fixed lines being rendered with an incorrect rotation.
Fixed sprites being rendered in the wrong position.
New transformation stack system implemented, although pretty broken.
Persistance works kind of.
Initial version of the dynamic cull grid