244,560 Commits over 3,898 Days - 2.61cph!
Elvis rig updates:
- Added new mesh & blendshapes
- Removed lid bones
- Added facial UI
- Hooked up blends to controllers
- Skinning tweaks
SpawnHandler tweaks. Player tribe should always get spawned now.
Units will automatically move themselves to a nearby valid navmesh position on init
Player Model scene reorganization
added glass court to cloud city and set up reflection. added backfacing to court around glass area, tweaked texturing
Removed some deprecated and very limiting foundation placement checks (now handled by terrain sockets and deploy volumes)
Fixed things not spawning in smartobject_test and other small terrain scenes
Added ForceDensity bool to SpawnPopulation
TerrainWeatherObject finds parent zone more reliably
Scenes assets (baked maps etc)
Remember position of player's dropped/thrown items and put them back there when picked up
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-unbroken building. Also new dlls for vs cause vs/unity does that.
-crazy maths for arrow trajectory. Arrows do fly nicely to their target at any height tho.
FOR FUCK SAKE force update on deleted and moved asset
finished the viewmodel animations for the 2handed sword.
Fixed entity network cache not getting invalidated on transform change
Added Machine EntityComponent and settings, MachineFunction WIP.
Minor refactoring and clenaup fof Entity and derived classes, moving functionality around. Cleaned up Action a bit
Adjusted the "unreasonable position/angle" thing,
Fixed missing shoreline wetness in non-pvt terrain shader path; also fixes flashing in low shader LOD
BiomeMaterial lib/object/settings tweaks, game runs again.
Biom mat library tweaks, and view management fixes. Nuked trees so I can merge from Peturs branch cleanly
Updated standard terrain shader for blend masking; added two props for control: blend factor and fallof
Removed unnecessary standard shader UI clutter (unused)
Updated Terrain material asset
rigged up and started animating the viewmodel for a 2handed sword
Added EntityView base class
Before Editor: Improvements to view creation and management (better prefab creation, storing of asset paths etc)
Added PVT toggle back to UI Tweaks on Performance section; default off until I figure out the anomaly
Merge from Mr Tree's Wild Ride
Paintover island mesh test thing
Updates to Elvis & TENN-15 rig
Fixed explosives not damaging deployables
all explosions use line of sight now
Alternative deployable volume check that prefers minor clipping over additional padding
Quadautom materials changes.
Quadautoms materials, textures and placeholder meshes.
Quadautom's source files.
added new lighting changes to cloud city. Tweaked skybox and skybox animation. Added forcefield dome with clipping.; Added new wind gusts.
Fixed F2 menu UI elements ignoring convar changes made via console
Removed "Max Decals" setting from the F2 menu (unused)
Changed serverside player collider to the same capsule local player movement uses
Fixed that deployables would block building block placement
Fixed that deployables required a default distance of 1 between each other (now 0.5 again)
Fixed foundation step and triangle foundation placement verification being fucked
Added more detailed deploy volumes to a lot of deployables
Network++