199,528 Commits over 4,140 Days - 2.01cph!
Some more NPC cleanup.
Idle voices should now work properly.
NPCs stick better to the ground (and floats just above it).
Character in, T posting around
Game events have start/end times, history tracking for event types
Decay editor exposes weather type, for easier balancing
Fixed weather system using next weather's duration instead of current
Added storm event, removed storm from biome weather settings
Added SeasonWeatherParameters.CanRepeat, which controls whether weather can repeat randomly
Fixed Pause UI /game over screen bad text alignment
JobDef.Verb replaced with Noun, the name itself is the verb (kept present participle)
Post auto-exposure turned back on
Decay now takes some time to start.
Fixed weather change events not being invoked when setting the weather via debug.
Changed durability multiplier to make buildings decay much more slowly.
Global building durability modifier is now 2.
Increased base decay rate to balance above changes.
Building preview mesh pooling
HP and resistance values on huts
Initial bar bones prefab, controller, folders, rig and anims
NPC improved firearm usage when standing up from being ducked behind partial cover.
25% chance of playing movement action cam.
40% chance of playing attack action cam.
Never play two back to back action cams regardless.
Fixes.
Improved ragdoll creation
[D11] [UI] Progress on fixing small graphical errors on Belt bar in new Console port HUD. Work-in-progress. - [D11] [UI] Progress on fixing small graphical errors on Belt bar in new Console port HUD. Work-in-progress.
[D11] [UI] Started on updating the notification banners on the bottom right HUD. Work in progress.
Fixed game event removal causing errors
[D11] [UI] Reverted a change to bootstrap in order to preview changes
reworked movement path point generation
Repair WIP: construction requirements get populated from destroyed items.
Made depositing items to a building being repaired actually repair the building
Dispenser fixes, depletion when out of season
Fixes to decay / repair.
Repairing construction state starts automatically when decay starts.
update move trajectory offsrt and color
First pass iteration on new aim code for Scientists.
update move trajectory
update smoke texture / particle
fix VS text fading back in on intro anim
updated attack trajectory colors
fix for movement/trajectory glitch when switching move/attack modes after moving a unit
reverted UI_WorldMap_Mat.mat
Added entity view pooling
Dispenser interaction state cleanup
SmartObject interactions will use the default position group where no positional data is defined for the given InteractionPlan (where no default has been defined, it will use the first group). Changed error related to failed attempts to find positions for an interaction to spit a warning instead, and only in the editor.
Fixed Hunting Station preview mesh not showing up (was offset by prefab xform pos)
Nuked some old UI prefabs
Destroy non-pooled entity views
Vehicle checkpoint trigger mode
Some protection for running race mode on maps that don't really support it
Rafoctored checkpoint instances to avoid an occasional timing issue on listen servers, and standardise the location event
Refactoring location events, removing a bunch of code