198,903 Commits over 4,140 Days - 2.00cph!
Status Effects now spawn and destroy their fxPrefab
Added a terrible particle effect to Poison to demonstrate
Fat toadloks now more inclined to squeeze through the narrow caves that they reside in.
Rehooked up shield effect on the prefab
Auroras to the reflection cubemap, because it looks cool.
Terrain mat tweaks.
Scene.
Get things working on listen server
Full dynamic reflection cubemap test
Terrain triggers to trigger layer.
Maincam reflection probe tweak test.
Fixed motor ending up in the wrong scene, which was also meaning NPC damage didn't work
Cave prefabs were on the wrong layer.
Zone bounds fuckery (hi Tlean)
Fixed remaining issues.
Manifest.
Copy size from NMS, fuck editing two volumes
Preview renders for lots of stuff
Zone bounds uses navmesh style volume editing, button to copy the volume to the navmesh for the zone
Sword variant stats.
More icons.
Fixed starting shield not being visible when game starts
Fixed issue where repeatedly equipping and unequipping a weapon would stop the weapon from appearing
Item icons for the variants.
Proper rusty/iron/steel longswords with mats.
General stuff, fixing bugs, mostly ordering issues.
Loot panel fixes
Shotgun trap container no longer small stash
Phrases
Network++
Fixed MRE in IsWithinPerceptionRangeSettings
testbox has Wolves
Carnivore AI WIP
Editor shows corpse interaction info in the interactions themselves now.
Provisional data for all corpses.
Corpse dispensables editor exposure
Quick n dirty CorpseParameters validate to make sure we have entries for all interactions, defaulted to all states
UnitSettingsEditor NRE fix
Testing less aggressive animation call culling
Fixed role selector getting all fucked up by UI optimsations
Humans will always sleep in their home building if they have one
Ai tweaks
Corpse refactor to allow enabling and disabling interactions based on corpse state instead of the whole dispensable.
@billowe editor code pls.
More info for print_skins
UnitView FaceTarget and TurnToRotation methods gated by IsCulled
Unit.Animation.CanSetParameter takes AnimatorControllerParameterType, only ignores triggers when the view is culled, always sets other param types (int, float, bool)
Take from dispenser action cleanup
Unit.CanSetParameter returns false if the unit's view is culled
Disable unit IK when in a vehicle
Clientside ragdolls of NPCs will properly inherit material override
Serverside ragdolls of NPCs will now properly inherit color and material override
Added CNavArea.SetCostSoFar( num )
Updated kb_act.lst
more jumper/leaper unit experiments