254,385 Commits over 3,990 Days - 2.66cph!
deleted temple meshes folder
re-exported temple stairs with fixed emissive parts
PrefabPrepare - check for nulls
baked out new lightmaps, re-exported temple stairs with emissive materials fixed
Rocks are no longer consumable
Comment out unit angular velocity shit until I have time to make it good
Rigidbody on Unit not kinematic
A lorra lorra data changes
AI no longer re-enables itself (unit flagging doesnt disable DM anymore, instead we rely on conditions to stop sleeping units making decisions)
More unit movement tweaks, feeding angular velocity into the animator, lerping angular speed on the navmesh agent based on current speed
Fixed reflection probes / HUD on xbox
Unit movement now uses a callback from the animator state, to allow better control over animation in/out stuff
Updated all anim controllers with new "triggerMovement" trigger and UnitMovement behaviour on their Movement state
Changes to Unit.TrySetDestination/SetDestination to play nice with the above changes
SkyDome cubemap settings improved in prefab/todDefault.xml
Added AI toggle to the unit debug view
Added example override controller in Units/Animals folder
-EntityCondition changes to better filter buildings (failed to do fanciness with a generic type method taking an Enum, tho :/ )
- Factory1 set to randomise seed again
rig change - latest human rigs to with current game data
Toned down the stone material spec/smoothness
Nuked old biome
Fixed Berry Bush interaction positions distance
proper fix for human female this time
Moved/renamed construction test assets
somehow female had lost controller so rebuilt
Disable IK look at while its shit
Changed sleeping bool actions to new trigger names, updated Sleep effect
- Scaled playership size from 1 to 1.3
reenabled grass in the scene
changed sleep to use triggerStartSleeping and triggerStopSleeping
Serialization depth limit exceeded fixed?
humanoid mecanim was doing some horrible stuff to to the rig so updated rig to make it play nicer
- Camera zoom is capped to -250 for M/K
Noticed in decision debug log that our Best GPV always scored 0, so went in and fixed that. Now their DecisionScore property will return the correct score.
fixed orientation problems with the wakeup animation
setup the worldmodel for the semi_auto rifle
Data changes, should result in less idling and more doing!
Spear prefab
Nuked old unsused meat prefabs
Fixed bad loop in MachineCanProcessItem
Fixed some warnings
Idle Ability tweaks
Editor GUI skin decision log GPV fix
Fixed issues with Unit init order
Personality stat modifiers are created on Unit init
Nuked most personality settings, leaving just Defender and Adventurer types with some basic modifiers
ActionChains call Break if they are empty
Fixed CanFindOrCraftToolCondition / IsCarryingRequiredToolCondition being shit
- New camera shake implementation
- Added camera shake to player weapon firing
- Replaced old shakes with new shakes everywhere else