19,298 Commits over 1,614 Days - 0.50cph!
Various Activity related refucktoring
Fixed Combat.OnFlagRemoved not actually checking the fucking flag like a prick
Fixed shitty activity data mapping stuff
Fixed missing data in Activity
Activity data retrieved after creation, not in base constructor
tribe combat activity now has a creator and thus triggers the trigger correctly
UnitSpawner no longer abstract because unity was triggered
PlayerProgression AI unlock activity tweak
TribeActivity creation tidy up
- Fixed bad rotations from SetDestination face target call
- Fixed wood log attachment offsets
- Improved fire FX
- UDM filtering profile hooks
- Weather FX and sound fixes/improvements
- Added Storm weather, lightning FX via new RandomFXSpawner (WIP)
- Audio manager pooling stores default reference source for each type and sets common values to default when returned to pool
- Added Navigation debug logs
Let's not play audio for RandomFXSpawner FX if it doesn't actually have audio
DataAsset logging methods, debug string prefix cleanup
Actions.SetCombatTarget uses Blackboard.Get, logs failure
Replaced all external blackboard[] usage with .Get method
Fixed Blackboard.Copy not working. Removed stupid keystates thing
Fixed PlayerController move commands being sent twice
More blackboard copy fuckery
Removal of excess best combat ability selectors
Fixed game state trigger not working
- Biome colors, mat lib, TOD tweaks
- Exposed scaling options for Resource views in editor
Island02 AI camp improvements
Biome editor can sync material library tint with splat channel
Fixed clay tint (material uses neutral grey texture)
Shrubbery atlas, grass resource material + tint matching
BiomeMaterialObject updates material params in editor
Facepunch base project stuff
Merge build info and other performance metrics into Before.UI.PerformanceWidget
Rock/stone mat consistency
Biome mat lib splat sync validation
Updated ASE
Removed DX9 and Vulkan support
Disabled DX9 target platforms for all ASE shaders
Updates post pro stack from github
some improvement to combat anims maybe
Create instance of grass material at runtime to avoid local changes
Testing hack fix for eye adapatation NRE