17,530 Commits over 1,614 Days - 0.45cph!
animal folder name changes
Fixed NRE in Effect.Assign
Fixed potential NRE in Effect.HasActiveActionChain getter
Shader includes, variants
DataAsset.Id HideInInspector
Renamed SensesParameters restricted definition lists to "Valid" types
Water shader cleanup, shoreline tint global variable, editor update hook
GameConfig can be accessed through Before.Config, both at runtime and in editor
Fixed bad name caching in DataAsset
Fixed bad Definition name cache
Morphs cleanup and summaries.
Tweaks to ResourceViewUtility
Some assets ids
Nuked rain distort shader + materials, updated prefab
Content cleanup
Added TextMeshPro
More content cleanup
Building view animation WIP
Enabled instancing for a bunch of materials
Shader variants, includes
Fixed duplicate building views being created + more animation stuff in BuildingView
Various resource interactions tweaks (exclusivity, positions, distances etc)
CorpseParameters implements IInteractionProvider
Fixed some interaction actions being the wrong order
Fixed NRE with debug spawn panel
Fixed player controller not filtering Abilities properly
DataBrowser listing tweaks
DispenserParameters validates dispensable names
Default interactions for a few items, removed destroy on unsubscribe from SmartObject since it was no longer used
Editor tweaks
Only show interaction position data warning when there are positional interactions defined in the Entity/SmartObject data
Desires and Emotes summaries.
Bear Cave, not fully working + reimport of stats
Description overflow fix.
Don't cache names in editor because unless in playmode
Audio bundles can specify UnitSettings, updated animal bundles
audio mixer snapshot blending based on camera distance.
WIP Migration to TextMeshPro
Fixed NRE in Command
DynamicDOF uses player camera transform not Player root when lerping focus by distance
Extreme color grading, sorry petur
isCarryingBothHands for large rocks