200,015 Commits over 4,140 Days - 2.01cph!
Got legacy legacy gl and glcore paths up to speed
Minor logz optimizations
Fixed underwater
Projectiles now hit stationary targets and rotate correctly.
more chopping of atmos music
rebaked out many elements, and centred them all. added duplicate and mirrored elements to create full beep truck (without wheels)
Building init fixed
DebuTools window shows smartobject interactions for selected entity
Building new truck and experimenting with handling
Fixed some issues with entity view management editor code (specifically resources)
Removed BiomeMaterialObject components from all resource source prefabs
Fudged some numbers to make shot leading work pretty well.
player preview source updates
BuildingSettingsEditor collider mesh creation
Building view update generates fresh mesh colliders
Building view creation automagically finds/updates animator controllers
Projectiles now have better angle simulation (but I haven't put leading back in yet)
Updated BASS to version 2.4.12
Added IGModAudioChannel:GetAverageBitRate()
Added FFT_32768
Mountain splat transfer implementation
Automated Linux Build #320
Editor texture channel copy tool for mountain masks
Automated Windows Build #320
Disabled mountain splat transfer (slows down terrain generation too much for now)
Added an attempt at shot leading with the new algorithm, not great yet.
More distance between prefab mountains
Automated Linux DS Build #320
Hacked wire plugin to work with different connection offsets on every object
Powerline prefab distribution tweaks (prefer intact structures over the more broken down ones)
Commiting merged changes from the new Player animation system
updated water barrel model
added peacekeeper mode to sentry
556 stacks to 100
fixed itemicon generation scene not working
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Automated Windows Build #321
temp fix for waterbarrel LOD's
Automated Linux DS Build #321
Updated Candleight handles
Added Cinemachine Base Rig
Post process terrain slopes near water to reduce wave clipping
Tweaked biome distribution and transitions
Added CinematicCamera module, for testing Cinemachine
Zero the camera after disabling cinematic module
Grass mat fix, disabled grass \o/
Ammo item mod. Added props to whitebox.
added test dodge anim with root motion
updated avatarPostprocessor.cs to look for _RM in the anim name and use root motion on XZ
added dodge bool to human controller(to test for now)
updated human male prefab with use root motion tickbox (will need to be udpated via tools if we go forward with it I think)
updated animation.cs with a check to see if dodge bool is active to disable ismoving and play anims at normal speed, also added OnAnimatorMove here to check if dodge is true and then use the root motion
Renamed UnitTargetsCondition to UnitIsBeingAttackedCondition