201,550 Commits over 4,171 Days - 2.01cph!
Automated Linux Build #435
Automated Windows Build #435
Changed NetworkEntity and Item IDs from ulong to uint. Also some continuing character work.
Automated Linux DS Build #435
Packed terrain coarse height & slope back together; made it quarter res again, compensated in foliage shader
Added dynamic visibility mask to water system
Added water visiblity trigger; modified WaterLevel to allow collision toggle
Added default lake material
Updated water prefab: moved water comp to root, other changes/cleanups
Character conversion continues
Decided to inline initialisations that only happen in one place in Carmack/Blow style (see: http://number-none.com/blow/john_carmack_on_inlined_code.html)
Automated Linux Build #15
Automated Windows Build #15
Automated Linux DS Build #15
added isStealth bool to toggle hooked up to stealthy looking idle anim when we are in stealth mode
stealth idle improvements and added to effect stance stealth
Task.FeedTheTribe triggers when the average Hunger need > 0.3
Added age back in. This could've been pointless.
Fixed a couple of interactions being exposed to player
Being attacked condition should now take into account units targeting as well as actually attacking
First iteration of preventing eating off of corpses that's in a machine process. Can't test due to "pickup corpse" not being available atm.
Made radial menu and player controller relationship less shit
Hair material lightwrapping/transmission reduced
Reset hair movement setting
Re-enabled NavMeshObstacle blockers in Collaborations
Swap warp/update position in InteractionPosition.Clear
Added Gequal, Equal and Lequal utility helpers for floats when we want to compare with a precision to int conversion, because comparing floats can be icky.
InteractionPosition toggles NavMeshAgent.updateRotation too
Fixed forced Decativation of UIWidgets causing bad tweener states
InteractionPositionStates move/rename. Clear NMA warp test
Optimized terrain carving triggers (better projectile and player culling performance)
Cook Corpse process can now burn corpses.
Let's display the new fields for Burned state of the CorpseParameters in EntityComponentLayout.
Fixed MenuUI not setting modal state
Fixed PlayerCamera RTS Module edge scrolling being fucked
Made UIScreen transitions more robust
Emotes caches animator state info for controller override switch, same pattern in WearableSlot to fix animation jump when rebinding the rig to new skinned clothing
Added PointerTweener helper script to simplify common UI tweening setups
Tribe create toggles WIP
better pivots placements for most caves, re-arranged prefabs, aligned exits verts in all rooms
Correct projector position
Tribe creation toggle/choices improvements
Clear command toggles before reseting the toggle's state