198,722 Commits over 4,140 Days - 2.00cph!
some quick AI optim, wip AI damage stuff
Tweaked build settings for local dynamic nav mesh.
Deleted the commented out, old hit % code, as it's now always 100%
Unit range/damage finding functions can now specify if they should include friendly damage or not, to be used by AI
Changed path generation for race mission
testing rock_formation_f export without flatten hierarchy
Better step height for animals (helping them up stairs more easily).
DynamicNavMesh should support Animal agent type, not Humanoid (yeah, buildsettings can only support a single one...)
Navigation layer does not collide with anything
Main camera ignores navigation layer
Major refactor and improvement for WantsToBuySomethingNearby and CharacterContext
Savas portals
Stamina regen while walking at 50% (exposed on prefab)
TOD particle at night hack to stop looping
Skele FX, tweaks
tree deform should mostly work, still room for lots of polish
graveyard
night LUT
fireflies
Blunts.
Deleted some treasure.
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Removing old reporting system
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Tree component destroys the parent resource entity when felled (after impact)
Tree component drives "extra wind" for felling trees
BeforeFoliage shader uses global wind vector, exposes extra wind vector, uses Vector4 (needs more tinkering from someone with a brain)
Fixed bad material call in Tree
Biome material library editor improvements
Replaced pines with new asset, Tree component etc
Updated speed trap avatar
Added "Navigation" layer
Removed unused "Sky" and "Sky Reflection" layers
Rocket factory lod materials
Merged rocket factory interior objects for optimisation
Zone+Weather sets shader global "global_Wind" in Update
AI now creates a random squad each match (currently copies the spawn positions from the player's squad though)