201,677 Commits over 4,171 Days - 2.01cph!
Certain rocks & bushes like buildings and radtowns less.
fixed some glitches in the humans torso rotational code to do with not having nav mesh destinationas and added LOADS of comments so Bill can understand
temporal-aa: reintroduced some fixes lost in previous temporal-aa merge from cinematics (e.g. tonemapping, black sludge)
temporal-aa: rolled back the updated sharpen to the previous version; more robust around strong emitters
Updated watchtowers and office building prefabs for glass transparency layer
Updated Hangar prefab for glass transparency layer
Updated chainlink fence prefabs for glass transparency layer
Picking relevant changesets from dungeon branch for transparency
Adding a couple of files manually
FOR FUCK SAKE regverting missile trail smoke material, duplicating mat for player smoke
fishing requires a tool "fishing rod"
fishing plays fishing action instead of take all
spears are tool fishing rods
fish spots have a constant ripple effect to make it easier to see where they are on the water surface
Dispenser can now dispense effects.
TakeEffectFromDispenser Action.
small improvement to human fishing anim
added OnAnimationEvent Catch to fishing anim
- Camera is now locked when any fullscreen UI is open (doesn't follow mouse)
- Made shop UI accessible at the... shop
- Changed the way shop UI is instantiated
- Rebuilt rooms/tilesets
warmth vicinity removal (as we have grids now)
Merge from graphics_overhaul2
FOR FUCK SAKE bolt projectile with particle
!A particle mat
updates to shotgun & bolt vm anims, clip lengths, controllers
- More upgrade stuff, now works.
- Increased activation range of upgrade shop
- Rebuilt rooms/prefabs
Added age to networkmessage
Dispenser replenishment editor tweaks
Added Activity EntityComponent, event types
Dungeon light prefabs update - fixed conflict with LightEx
Military tunnel scene/prefab update
adjusted the position of the support hand for the semi-auto rifle viewmodel
Renamed Activity EC to EntityActivity
Added new OnActivityGeneratedTrigger
TriggerSettings.TriggerType is no longer exposed through editor, must be explicitly defined in code. Supports flags
Some editor refactoring
Fixed OnActivityGeneratedTriggerSettings NRE
Stick gathering AI now uses temperature and item value for machine
Fixed some editor shit, added a bunch of icons
Double barrel shotgun sounds
Moved UDR opt to separate script; added to player model and ragdoll
Added UDR opt to stag skin and ragdoll; other animals coming next
Fixed disappearing ragdolls