201,946 Commits over 4,171 Days - 2.02cph!
Melee attacks that hit when the opponent is out of range should now miss.
Restructured combat so missing is calculated on the defender's side.
Added dodging and parrying.
Started work on ranged combat and fixed item drop event not actually being triggered.
Fixed projectile entity incorrectly being set to the weapon rather than the ammo in Combat.
Finished water logz
Fixed scattering logz
Fixed shore wetness not showing on terrain base lod=hq
Don't load archived ConVars clientside when they are replicated (causes de-sync on servers with ConVars set to their default value)
Automated Linux Build #319
Automated Windows Build #319
Automated Linux DS Build #319
Fixed UnitSettings.Create not positioning view prior to init
Fixed : AIDebugger shows all entities
Available mission points dictate whether mission can start
Terrain basemap includes terrain painting layer
Mountain topology textures
Removed Agents panel from DebugTools window
DebugTools window now shows generic Entity Info panel, not just Unit, plus a bunch of tweaks and cleanup
Removed "Open Visualiser" button from DataEditorTab, cleaned up some title display design
Combat abilities now affect stamina.
A bunch of material cleanup and prefab fixes (campfires, bushes and buildings are interactable again)
FIxed Buildings having two container components
Added Shelter VE to buildings
Fxied EffectSettingsWrapper bad NestedEditor Attribute
Exposed ToolType and SkillUse in BuildingSettingsEditor
Got legacy legacy gl and glcore paths up to speed
Minor logz optimizations
Fixed underwater
Projectiles now hit stationary targets and rotate correctly.
more chopping of atmos music
rebaked out many elements, and centred them all. added duplicate and mirrored elements to create full beep truck (without wheels)
Building init fixed
DebuTools window shows smartobject interactions for selected entity
Building new truck and experimenting with handling
Fixed some issues with entity view management editor code (specifically resources)
Removed BiomeMaterialObject components from all resource source prefabs
Fudged some numbers to make shot leading work pretty well.
player preview source updates
BuildingSettingsEditor collider mesh creation
Building view update generates fresh mesh colliders
Building view creation automagically finds/updates animator controllers
Projectiles now have better angle simulation (but I haven't put leading back in yet)