192,970 Commits over 4,049 Days - 1.99cph!
Getting PCCriminal working
Made a base PlayerComponent class. Don't need IPlayerComponent anymore since we can reference PlayerComponent instead. Still need to finish sorting out PCCriminal.
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Added crowd confetti from supporting team when a unit gets a kill.
Individual crowd members occasionaly jump during crowd idle.
Debug tools tweaks (fixed header, scrolling content)
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Remove spammy debug prints
anger time min/max randomisation
Fixed the missing checkpoint arrow shader
UIAvatarControl wip.
Refactored some avatar play anim stuff.
Renamed animators on AvatarView to be clear which is which.
Avatar items now get set as children of the actual model transform, not the top level transform.
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Building requirement fact provider ignores disable ents
Fixed some target filters using bad building categories
Removed "Fire" building category
Removed incremental compiler
Entity LOD size test
grass clothing texture is more grassy and less leafy
Fixed some issues and NREs
Removed criminal references, character property is now abstract
decay tex on grass clothing material
Set up criminal as a component
Starting clothes have reduced durability
[D11][UI] locker screen implemented, swapping and temporary equipping lock screen
more hover/targetting fixes
increased sample radius for building requirement provider
Fact provider settings specify a Blackboard write key array.
BuildingRequirementFact writes to the container key.