202,062 Commits over 4,171 Days - 2.02cph!
Fixed EffectRecycle lifetime calculation
PVT: forgot to touch the standard terrainblend shader; fixes tiling issues
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Projectile tracers no longer disconnect from their parent one frame too soon
Added UnsubscribeOnCompletion flag to InteractionSettings, allowing SO subscription to persist after completion of the SmartBehaviour ActionChain
DM will call SmartObject.Unsubscribe when applicable
ScreenOverlayEx takes light intensity into account
Fixed a gazillion missing ST textures, rebuilt their materials a few dozen times for fun
Shifted about some Agent+DM code to Agent+SmartBehaviour that deals with auto-completing a "current" SmartBehaviour if it's action chain is completed and a new behaviour is being stacked on top of it.
removed component with missing script
FOR FUCK SAKE WIP prefab room
FOR FUCK SAKE asset cleaning
SmartObject.TrySubscribe overload with interaction name lookup
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FOR FUCK SAKE minimap shader / tweak minimap cam
Slight left/right panning on local player footsteps
Electric buzz sounds for petur
FOR FUCK SAKE test prefab room
Water treatment plant backup
faster and more reealistic collect stone/mushroom FX
smoke signal is now purple
Added back in Forget if Interrupted to interactions.
fixed collision on test court
fixed collision on test court
5.2 updates, Removed TextMesh
Changed the way anim length is returned
added stalagmites to lava court
FOR FUCK SAKE camera far clip to fix shadow artifact
FOR FUCK SAKE wip room prefab
FOR FUCK SAKE material
!A bespoke pipe asset
+1 railing model
Water treatment plant lootcrates and statics
Added dryfire effects prefab for crossbow to fix sound not playing
Large furnace smoke more grey and better motion
Started re-naming impact FX to be more descriptive
Deleted some more duplicate FX
Converted cold overlay to ScreenOverlayEx
FOR FUCK SAKE remove fog render in glass shader/ switch to specular model to avoid reflection glitch
-merged with main
-Camera: standard with lots of tweaks (better follow, better gliding around, some sort of currently rough fix for the camera going through mountains)
Player eyes are now an entitybehavior
-partly B&W2 style: camera only follows the ground going up, not going down.
added new stalgmites to lava max
added more stalagmites to lava court, changed material, working on court surface
First pass racket trail effect.
Added Behaviour.OnBehaviourActivated for callbacks, SmartObject only counts subscription and allocates InteractionPositions when the relevant SmartBehaviour is active
Added BehaviourStack.Contains method
Buffering Agent.Effects in TickEffects
Fixed potential NRE when calling Consumable.Consume()
Removed Agent.SubscriptionCount, now simply check against the Stack.Behaviours.Count in DM
Overriding some methods in SmartBehaviour to deal with subscription handling better
Canyon early work backup
Water treatment plant stuff