254,981 Commits over 3,990 Days - 2.66cph!
Added 4 missing bush prefabs (cc Petur)
Bushes add prefabs to terrain, not STM files
Proper fixed bone warning
Commented out bone warning (can happen on building blocks when the skin isn't setup yet)
Warnings and protection on null named players - which should never happen but apparently is
All speedtrees to Asset Gallery.
completely nerfed the torch
Removed valpha from wall.stone.high.gibs
Added barbwire damage volume to the stone wall prefab
More accurate collision for ^
Added attack helicopter to Savas and Hapis.
Stone Gate models (lods and collisions) - gibs coming later
Stone Gate skin prefab setup
Atlas texture additions
New stonewall_c diffuse texture and blending masks
Only editor-refresh deferred decals if not in play mode
Mesh batching verbosity has 2 modes
Fixed gate locks (temporary hack), door speeds
Building parts get less black when they're damaged
Added Consideration types for unit age, gender and relationships
Removed SuitableMate Consideration type
ConsiderationSettingsEditor now shows properties from child types in the settings block
Fixed potential thread related crash
Pushed number of agents we tick on minute and hour up to 200 (from 20), so that it's slightly more performant with scaling numbers of agents.
Airdrops avoid powerlines
EffectSettingsEditor tweak
Refactored looting. Not 100% though.
added heli convars for machineguns
reduced heli bullet damage
slightly reduced orbit height
Some tree mat fixes after the mat regen. Cliffside boulder spam topo stuff. (disabled for now)
increased sizes of weakpoints on helicopter
helicopter actually leaves now
removed debug.log calls
buckle up, shit is 'bout to get rekt ( tomorrow's patch most likely )
buckle up, shit is 'bout to get rekt ( tomorrow's patch most likely )
balanced heli loot
added crashsite
balanced movement
added death state
lightex has optional offset
bunch of stuff I can't remember
FOR FUCK SAKE tweak room prefab
!A WIP wall
Eliminated runtime allocations at several locations: terrain texturing, pvt, water2, eye adaptation, postopaque
Bullet impact decals abound.
AnimationEvents can play sounds directly
Player gear/clothing movement sound files
A bunch of extra gunshot sounds
Testing some performance tweaks in Unit+Senses and Stat.Tick (implemented IComparable on IStatModifierTickable for faster OrderBy
Fixed Agents getting stuck in a BehaviourGroup
Fixed a stupid thing in SuitableMateCosideration
Consideration refactor, allowing considerations to consider both Myself and Target from a DecisionContext in certain... contexts.
Tweaking BehaviourGroup membership
Owl ready anim, backhand anims
Added anim template