244,328 Commits over 3,898 Days - 2.61cph!
- Slightly increased size of turrets
- Patchers now move fast, turn faster and retreat further to evade player
- Fix for Patcher behaviour because animator wasn't found
Fixed return to front end
- Area1 changes from yesterday?
Fixing PVT crash in higher resolutions
Fixed rotation option being disabled
Fixed fire spreading and made it spread less based on generation
bow can take multiple ammo types
added HV bow ammo
added 12 gauge shotgun slug
incendiary now rocket moves slower than basic rocket
Don't draw the displacement
Removed PlayerBuildingControls from Player prefab. Skeleton of PlayerController+Building partial added
Renamed PlayerCameraControls to PlayerCamera
Ported interior/exterior transition stuff out of Player and into PlayerCamera
General refactor/cleanup of Player
FoliageDisplacement boilerplate
Human views no longer flagged to apply root motion (caused weird offsets)
Hide human mouth plane
HarvestResource cleanup
Fixed weird ActionChain override bug (it wasnt null like it should've been)
Added GoToSmartObject Action. Currently the first tick fires the invoke and we wait for a OnDestinationReached Callback before calling on_action_done_callback, still actions don't seem to stop ticking.
improved the movement animations for the stag and the wolf
Let's try not having 5000 audio sources in the camera prefab, see if that works
"Fixing" some NREs in ActionChain
Added ItemSettings / Item / IItem
Reworking ResourceSettings / Resource
SmartObject reference now passed through ActionChain CreateAction and so forth
Re-wrote HarvestResource
Updated Before Editor tabs for Action and Resource
Fixed SmartObject Init setting incorrect subscriber count
Fixed SmartObject incentives list not being initialized
Fixed BeforeEditor CreateNewView naming skin transform incorrectly
PlayerController now handles smart object interactions in a nice generic way, so right clicking on any ISelectable with an SO component will call TrySubscribe for the first Incentive available
Deleted some old actions
Fixed floating boxes in the airfield hangars
Fixed airfield loot crate spawn points
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Allowed trees to spawn all around monuments if those happen to spawn in forests
Refactored some path code
Added topology, splat and width to path placement inspector
Fixed that roadside decor would spawn next to runways
created high poly swamp court rib cage, low poly and unwrapping low poly
Removed old menu and prefabs
Random collectable stone/ore/wood
Added default Unity terrain shader to shader include list
Don't mipmap the icons (to stop them going blurry on lower quality modes)
Added metal bars to the inside of the top tier wall
Tweaked terrain collision trigger gizmos
Fixed one tiny area in the Hapis tunnel that was triggerless
Can pick up mushrooms
Network++