199,294 Commits over 4,140 Days - 2.01cph!
Got rid of server hierarchy group (messes up some DontDestroyOnLoad stuff)
Fixed test cave messing up CraggyIsland
Fixed frontend font issue
-Enityt Condition now supports masks for BuildingStates
- Camera work for M/K mode
A little work on DSE logging.
Killed some linq in Zone+InfluenceMaps
GUI skin stuff for Decision Log
railroad tracks models/LODs/Textures and dungeons update
humans chop trees
axe appears in hands with no offset needed
item template fbx provided to make future item setup easier, if they are both the editor at 0,0,0 and the item is in the hand it should be fine
Removed voice notifications on HUD
Voice networking tweaks
Added local player voice indicator
- Player deceleration tweak (4.5->6)
created eggs and big leaves for temple court
Fixed rare issue where GameTrace would incorrectly ignore a hit on a static concave mesh
Exposed LookAt offset vector in the LookAt ActionSettings
More DecisionLog tinkering
LookAt action offset of 0,0.35,0 by default
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
- 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
Igor forehand & backhand stand 'hold' anims +.meta
Owl forehand & backhand stand 'hold' anims +.meta
updated run to look better holding an axe
fixed railroad tracks objects interupting procmap loading
Fixed some crap with BeforeInspector view management
View management fixes again
Stone, wood worldmodel fixes
SpeedTree parameter updates for 5.3
Updated metas
Tweaked options
Fix for NRE when not on a branch
Defaults tweak on 3 shared item mats.
Improved rock weapon. Cleaned unused materials folder.
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
- New camera shake implementation
- Added camera shake to player weapon firing
- Replaced old shakes with new shakes everywhere else
Fixed CanFindOrCraftToolCondition / IsCarryingRequiredToolCondition being shit
ActionChains call Break if they are empty
Personality stat modifiers are created on Unit init
Nuked most personality settings, leaving just Defender and Adventurer types with some basic modifiers
Fixed issues with Unit init order
Idle Ability tweaks
Editor GUI skin decision log GPV fix