244,592 Commits over 3,898 Days - 2.61cph!
Don't bother trying to send network updates during loads
Fixed warning
Fixed server compile error in ParticleEmitFromParentObject
Allow block rotation for 10 mins after upgrade
Fixed entities sometimes sending network updates before they're spawned
Horse footsteps don't sound like a guy with two halves of a coconut anymore
Fixed DX11 black terrain happening on 10.0 class hw
Fixed potential DX11 hang during pvt toggle and/or terrain initialization; compression related
Fixed DX9 compilation issue water normal fold shader
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added a new wounded animation for when the player gets shot in the arm
fixed a bug with the flinch animations looking terrible
added the standing beartrap animation
made the relax gestures use the entire body (it looks more natural now with the pelvis and legs animating now)
Pre-lut env prefabs. Tundra tree group fix.
Workshop update
Warning if entity broadcasting when it shouldn't
Added boonie, balaclava, jacket, snowjacket
fixed a bug with the player's hands drifting off weapon when player looked up/down during the relax gestures
improved the "getting up from wounded state" animation
Deleted shatter toolkit (seemingly unused, naming conflicts)
More data driving of Unit, namely Senses and Pathfinding (Navmesh Agent) settings
-removed possibly dodgy linq in consideration
-cleaned up using resharper standards
-can specify percentual offset to randomize decisions, in AgentSettings (ie. if the best and others are within x*0.01 of each other, one is picked at random)
-new 'go to unit' idle interaction (works, but currently doesn't work due, I think, to Response from DSE curves returning odd values, comes with a new dse, consideration type + asset.
-shortcut to open the 'debug' menu : ctrl+alt+d (first time around it opens quickbrush, for some reason, but from there on it works)
-multimerge
Conventions, code consistency, etc pass on Stats (sorry ptrefall)
Fixed root bone reference of player model prefab (bone list no longer includes mesh LODs and shit)
creating koinobori fish kites
Added paddle rackets. Unticked import materials from models.
added new lighting to test court, working on backdrops. added grass to wooden frames. Moved environment up slightly to fix bad shadows. Added court wear. Working on kites
Passing ball ID to networked player
- More mission work and mission randomisation stuff
unit desintation debug gizmos
Fucked off all old unet code.
Broadcast shot data instead of buttons
Moved input broadcast from input handler to player script so it can broadcast movement not driven by gamepad
Added Overlay/Top (for custom UI from mods during loading screens)
First draft of the underlying Stat framework that will drive Attributes and Skills (Not yet integrated with Attributes or Skills).