199,695 Commits over 4,140 Days - 2.01cph!
added most of the engine and engine parts, window trim, front headlights, front grill and radiator
Fix for water depth-to-surface frame delay; ensuring proper water draw ordering to after camera is resolved
Started work on roads
fixed command line startup
Show locked level on searched icons
Updating the player classes.
Effect/StatMinipulator fixes
this is supposed to have IK on the human feet and rotate the animals on slopes then counter rotate the heads
Disabled effects data validation for the time being
removed can transition to self from some anims
Effects data fixes, ported back actions etc from 4155
First draft of character creation music loop
Fixed variable luminance in playermodel preview on Hapis (#661)
Fixed decals not getting cloud coverage shadowing on Hapis; now working in forward path
Cloud coverage path now completely excluded from all shaders when not in use (only used in Hapis right now)
Disabled/deprecated weather wetness layer (might become persistent and/or area based instead)
UnitView formatting/commented out alignment raycast stuff for now
Wrote and ran goal data conversion script
Unit View prefab creation now stores the mesh as as child
AIDesigner nodes now filter their Add goal/plan lists to exclude the current node's data ID
Started introducing ms budget to Entity Manager.
ÀIDesigner tweaks and pre-module commit
Added AIModules, which hold Goals data, AgentParameters now stores a list of AIModules
HumanView no longer initializes MaterialPropertyBlock fields
Adde BasicSurvival module to all Unit data
Fixed cusor import settings
Added music to tribe create
FOR FUCK SAKE corridor gate, made the light red when the door is closed rather than the weird orange
More entity budget tick integration stuffs.
Moved ms budget ticking into Entity Manager without a generic solution to get some more improvements. Changed Entity tick budget to 5 ms.
Ehrm, let's not iterate the list of entities more than once, shall we! Let's not keep "that" hard to the ms budget.
Not 100% sure, but I suppose we should strive to make a complete cycle before we break out pre spending entire ms budget, rather than to break out when we reach the end of the list... hm...
Removed UnityEditor from EntityManager.
Rebaked island01 navmesh, didn't fix anything ;x
Tweak Awake, Alive, Cold and Starving Effects so that people dont die of starvation quite so quickly
Put ticking on a tod seconds pulse, for better time scaling.
- Fix for new NRE when player hits walls
Movement drains less staminda, Alive has a stamina gain
Hide unlock panel when unlocked
Craft buttons correctly available depending on whether craftable
Craft queue scrollable
Craft queue cancellable
FOR FUCK SAKE fix corridor gate animation controller, should open by default
- Weapon crate WIP changes
sabertooth anims are still shit but at least its not 100% broken
- Fixed playership scene prefab error
- Weapon pickup UI labels now auto hide after 3 seconds when not in range
- Fix for mortar spikey NRE
Added Player:GetHull(), Player:GetHullDuck(), Entity:GetChildren()
Automated Linux Build #289
Automated Windows Build #289
- Removed ammo type icon from weapon pickup UI and reduced size of panel