201,657 Commits over 4,171 Days - 2.01cph!
missed this from last checkin, tweaking turning layer
Animation code consistency
Action.LookAt resting flag hack removed for testing
Only Humans have emotes enabled
Removed EmoteState
Improved/fixed emote animator controller override stuff
FOR FUCK SAKE level image
!A projectile prefab
FOR FUCK SAKE weapon SO
Added server side combat log that keeps a history of dealt and received damage (access via combatlog console command)
made animal sprint use the correct speed measurement to fix it walking instead of sprinting
Senses is using the grid now
FOR FUCK SAKE bolt prefab and SO
▇▄▉▊▄▋▌▉ ▉▆▅▆ █▉▋▄▆█▉ ▉▉▇
Added a centralized SensesManager that cache distance checks between entities.
Workaround for now, 20'000 compares is just too much :P
▋▉▄ ▉▌▇-▊▄▌▇█-▇▄▍▆ ▍▅ ▇█▊▍▄▄▍▌▊▍▅▌▊▋▍▍▍▉ ▆▌▋▌▄▉▉▅
Grabbed optimized hable tonemapper from amplify color
Automated Linux Build #404
Disabled tonecc editor histogram display+update by default
Automated Windows Build #404
Fixed NRE when shooting players in Perf.Playermodel scene
Animator instance names
Senses filerting for EntityType, ItemType and ResourceType
Added ResourceTypes enum
Touched lots of data due to enum flags updates
Reduced max projectile damage falloff over distance
Increased projectile damage falloff distance
Tweaked ssao for performance
Increased effective distance, projectile velocity and damage of semi auto rifle slightly
Automated Linux DS Build #404
Vital.CurrentValue setter uses Mathf.Approximately to gate event invocation
Get fucked FixedUpdate through ECS due to some apparent Unity overhead
Spears use arrow damage type when thrown
Added throwable damage properties
▇▌▌ ▅▊▇█▄▍█▋ ▌▄▉▄▍██▄ █▋▅▇▇▆ ▇▅▆▇ ▌▌▊▉▉▍▉▊ + ▌▄▍▆▅▄▉▌
LSO component now properly disabled if effect is off; was affecting profiling in editor
Cache AI module condition state on Agent each simtick
Profiler shit
Safe exchange shopfront models/LODs/Gibs/COLs & Prefabs
Twig building tier takes damage from arrows
setting is turning to false is is moving is true to the units trying to rotate to face something but never managing to finish it so walking sideways or backwards
added eat trigger for eating single items like berrys
setup berry bush to use the animation to eat insted of gather (uses wait to stop the animation from ending too early)
FOR FUCK SAKE bouncer trailer
!A trail texture/material
Adjusted some throwable damage types to be the same as for their corresponding melee strikes
Thrown items lose condition on impact and break when their condition is zero
Thrown items no longer randomly break and disappear (only break when their condition is zero)
small distance calc optimisation