256,109 Commits over 3,990 Days - 2.67cph!
reenabled grass in the scene
changed sleep to use triggerStartSleeping and triggerStopSleeping
Serialization depth limit exceeded fixed?
humanoid mecanim was doing some horrible stuff to to the rig so updated rig to make it play nicer
- Camera zoom is capped to -250 for M/K
Noticed in decision debug log that our Best GPV always scored 0, so went in and fixed that. Now their DecisionScore property will return the correct score.
fixed orientation problems with the wakeup animation
setup the worldmodel for the semi_auto rifle
Data changes, should result in less idling and more doing!
Spear prefab
Nuked old unsused meat prefabs
Fixed bad loop in MachineCanProcessItem
Fixed some warnings
Idle Ability tweaks
Editor GUI skin decision log GPV fix
Fixed issues with Unit init order
Personality stat modifiers are created on Unit init
Nuked most personality settings, leaving just Defender and Adventurer types with some basic modifiers
ActionChains call Break if they are empty
Fixed CanFindOrCraftToolCondition / IsCarryingRequiredToolCondition being shit
- New camera shake implementation
- Added camera shake to player weapon firing
- Replaced old shakes with new shakes everywhere else
Replaced SetUnitFlag Action with AddUnitFlag/RemoveUnitFlag
Added SitDown idle ability, which applies the Resting flag and triggers the Resting Effect
Added search and filtering to DecisionLog
Improved rock weapon. Cleaned unused materials folder.
Defaults tweak on 3 shared item mats.
Fix for NRE when not on a branch
Updated metas
Tweaked options
SpeedTree parameter updates for 5.3
Stone, wood worldmodel fixes
View management fixes again
Fixed some crap with BeforeInspector view management
fixed railroad tracks objects interupting procmap loading
updated run to look better holding an axe
Owl forehand & backhand stand 'hold' anims +.meta
Igor forehand & backhand stand 'hold' anims +.meta
- Camera lerpspeed is now 10 (same) for gamepad and increased to 50 for M/K
- Added a deadzone to outter circle of screen for camera extending with M/K
deleted meshes materials folder
added eggs and big leaves to temple court
animated big leaves
added leaf particles to temple court
added eyes to temple court
rebaked lightmap
LookAt action offset of 0,0.35,0 by default
Exposed LookAt offset vector in the LookAt ActionSettings
More DecisionLog tinkering
Fixed rare issue where GameTrace would incorrectly ignore a hit on a static concave mesh
created eggs and big leaves for temple court