199,201 Commits over 4,140 Days - 2.00cph!
fixed stockings not destroying with walls
Ore stones material tweaks
Terrain daily progress backup
Fixed DSE Condition/Consideration drawers not applying their filter func on asset query
smarter stocking population
Config file loading debug output
fixed the animation bug where the player would suck his own dick when he's wounded. (We're saving that animation for a paid DLC)
Data vis layout fuckery, collapsable nodes
Increased sheet metal building part base health to 750HP
balanced crude/oil drops from santa
removed condition from santahat
added giftbox LOD to cull out particles
Fixed some item skins not shipping properly
created high poly temple stairs model. re-exported grass. added dylans quickshot fx
made all meshes that should be static static, rebaked lightmaps, tweaked grass shader, added new amplify colour
Added new anims to controller
Fixed some skins showing up pink
Fixed bucket helmet not LOD'ing properly
added test guns and hand with anims
Made data node collpase button not shit
Node collapse hides siblings
- Split DataParameters class to its own file,
- Added EffectName field to EffectParameters
Angry blendshape tweak. Texture tweaks.
FOR FUCK SAKE cloud
FOR FUCK SAKE subsurface shader to reduce shadow artifact (sss now increase ambient)
FOR FUCK SAKE asteroid material
FOR FUCK SAKE asteroid light normal bias
FOR FUCK SAKE rebuild asteroid tile set
Asset save, effect names etc
Added MachineSetingsEditor
EffectSettings.OnTriggerStart uses correct agent.AddEffect overload
BehaviourChain.CreateInteractionBehaviour NRE catch, need to look at why target entity can end up nulled, probably related to issues with SmartObject subscription/reservation
Coverting a bunch of world model colliders to primitive colliders (should fix items falling through ground)
Dropped item rigidbodies correctly copy drag and angular drag if specified
These look like they can be deleted
fixes for wrong rock decor material config
dirt splat texture polish
stones splat texture polish, normal map is less deep and more realistic looking
gravel splat added, replaces path splat - repainted some of dungeons splats accordingly
biomes colours, almost final
atlases updated
-fixed up freezing effect not triggering
-a DSE empty of conditions/considerations now returns 0
-and a merge
Reverted DecisionScoreEvaluator change
latest bear rig and anims
Actual latest bear, last checkin file was a few hours old
latest bear anims, walk is better but run is a too goofy still. Mesh is updated but still needs work espically including skinning
Cowboy - backhand body & stretch anims source
Cowboy - backhand body & stretch anims + anim events
Added EditorGUILayout.HelpBox custom... help box
Added "empty" DSE error display in DecisionPlanParametersDrawer
Added Empty DSE error box on Goal/GoalPan/BehaviourPlan Settings Data Node inspectors
Un-reverted maurizo's DSE change, DSE now returns 0 when "empty" (having neither Coditions nor Considerations)
Data updates
optimized the collision model for a bunch of worlmodel items / weapons (they dont use mesh collider anymore)
Added UnitCanFindEntityCondition, a multi-functional filter based knowledge lookup Condition which should cover most use cases
Added DecisionPlan.OverrideParameters, for overriding parameters! :o
Added various Can Find conditions
Numerous other tweaks