201,357 Commits over 4,171 Days - 2.01cph!
added human male source files, everything is in animations_misc and human_male isnt used at the moment,
workflow to export lives inside human male animations misc in the text editor that needs to be ran. Slightly hacky, paths are semi hard coded. Actions get exported to unique FBX files if they are in the NLA editor AND unmuted (the little speaker next to the action strip) Then the main fbx with the rig and meshes gets exported if action is set to the one called bindpose when exporting. There needs to be an empty object inside the file or the RIG object dosent get though and so the hirechay is broken by one child (starts with root instead of rig) in unity and animations dont link with the rig.
contains all the items from last checkin of ClothingObj.obj
new human model from petur on a new rig. Some(all) of the animations are very rough or just wrong so to be fixed soon.
human female remains unchanged to use as refrence but will be replaced soon
FOR FUCK SAKE asteroid tile set
Now handling the copying of content between Agent's GoalPlanVariant and DecisionMaker's variant.
exposed bones on human rig and added pickup events to the pickup anims
hopefully rollingback this file as I checked it in accidently
FOR FUCK SAKE force update material
FOR FUCK SAKE force material on asteroid prefab
Fixed steam inventory breaking if you have more than 128 items
FOR FUCK SAKE force update asteroid model material
first pass at m249 sounds
- Room culler now enables any outdoor lights in any rooms connected to the current room (as well as the current room itself)
Sand and snow impact sounds + grass impact sound tweaks
New player body fall sounds
Fixed terrain alpha issues around sewer entrances
Stone external gate sounds + wood external gate sound tweaks
stone hatchet soft strike sound tweak
Changed splatmap resolution bias
Subtractive merge cs
12346 - because unity crashes if bundles are > 2gb and we ain't got time for this bullshit
- Room culling code tidy/optimise
Backup in case this wrecks the terrain.
Underwater particle effect script
FOR FUCK SAKE light wall prefab, rotated 15 degres down to fix random light culling
FOR FUCK SAKE factory prefab room for the light change
Emerge from water screen effect textures.
Sand, snow, cloth, clothflesh bullet impacts + misc bullet impact fixes
- Level now builds lists of indoor/outdoor rooms once level has been built
- LevelBuilder wip planet spawning (commented out)
- DecisionPlanParametersDrawer tweaks, foldout
- Fixed Foldouts in GoalSettingsEditor
- Renamed DecisionPriorityLevels
Fixed BehaviourPlanSettingsWrapper not storing EntitySettings where it should have
AudioClip import settings
Ambience sting timing tweaks
- Fixed PlanetGenerator so we can have multiple planets
- Super basic planet spawning. 20% chance of an outdoor room spawning a planet. Lots of problems. Just a quick test.
created LODs for the waterbucket worldmodel and setup the prefabs
Underwater effects material tweaks.
Added subsurface scattering to skin shader
Updated and tweaked existing skin materials
Updated skin test scene
Divided small rocks into small, smaller smallest.
Zero'd prefab pos because OCD.
Spawn tables. Scene backup.