17,530 Commits over 1,614 Days - 0.45cph!
Biome editor can sync material library tint with splat channel
Fixed clay tint (material uses neutral grey texture)
Shrubbery atlas, grass resource material + tint matching
BiomeMaterialObject updates material params in editor
Facepunch base project stuff
Merge build info and other performance metrics into Before.UI.PerformanceWidget
Rock/stone mat consistency
Biome mat lib splat sync validation
Updated ASE
Removed DX9 and Vulkan support
Disabled DX9 target platforms for all ASE shaders
Updates post pro stack from github
some improvement to combat anims maybe
Create instance of grass material at runtime to avoid local changes
Testing hack fix for eye adapatation NRE
Fixed missing key error in DecisionMaker.ModuleIsValid
Improved combat projectile handling
Fixed AttackUnit action callback NRE, removed stupid code in Tick
UnitAttachmentsEditor fixes and cleanup
Fixed AP data for arrow
Unit items debug collates items by Id
Fixed projectiles not being dropped properly
Fixed combat component usage of UnitView.FaceTarget
Removed a bunch of redundant Units.Items[].AsItem usage
- Fixed Combat not resetting the active combat ability when dropping (or throwing) a weapon
- People will now pick up their last thrown weapon after combat
- Weather only ticks in GameState.Game
- Added weather type for the overview map
- Weather supports TOD scattering height falloff
- SmartObject interaction position groups enable/disable positions when all plans associated with the group are disabled
- Improved Building interaction state management
Intention removed from Action execution, always written to blackboard during BehaviourChain is constructed
IIntention ported to abstract BaseIntention, handles blackboard write internally
Removed modes from some actions (DepositEntity, FeedItemToTarget)
Removed a bunch of intention based Actions & Behaviours
Fixed potential NRE in UDM filtering
Fixed missing interaction references in some AI assets
Added island02 to scene loader
Combat + Items logging, animator stuff
Animator state tags, items callbacks fix
- Fixed bad profiler sampler in UDM
- Fixed SetDestination combat mode not properly updating current combat ability when it changes, or setting new destination
- Added new callbacks system for animator bool changes, used for pickup and switch events
Performance UI widget uses unscaled time
Weather clouds and post stuff, other bits
- WeatherSettings can be flagged as not for use ingame (special weather for map view)
- Rebaked island02 with smaller tile size to reduce floaty units
- Re-enabled pathfinding check in UDM filtering, now uses Unit.Navigation.IsValidDestination for some additional optimisations
- Adjusted shadow cascades and distance, disabled dynamic distance
Disabled pathfinding filter again
Fixed a bunch of decor rocks not having colliders
Cleaned up item position validity checks post spawn, added to context menu for ItemView
Fixed DM Goal priority being broken as all fuck, now used as part of score (testing)
Fixed pontential NRE in UnitDecisionMaker+Filtering when evaluating interaction subscription without filtering by EntityType
Fixed another filtering NRE
Fixed Blackboard.Copy not correctly setting values for some keys (entity components)
Fixed AI debugger not working after leaving playmode
Minor optimisations in Effects, Animation and Agent+Behaviour.
Basic gamepad unit movement controls
More movement controls stuff
Added aperture, focal length and kernel size controls for DynamicDOF in free camera mode
More controller movement stuff