198,763 Commits over 4,140 Days - 2.00cph!
bradley now uses a* pathfinding to navigate roads
launch site road network path
simple bradley sounds
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Fixed keyword assignments for hq normal special case
High quality normals only when std-pm1 is 32bit
Analysis tool skipping non supported shaders for now
packed atlas_twig and metal armored set materials
removed Inspectable component
Roof, overhang, ceiling, floor, almost working correctly
Added a few more mip levels to terrain atlas textures to mitigate alias/shimmer under trilinear
Fixed snow normal assignment on terrain atlas set
Fixed bad activity strings for unlocks.
Fixed things being unlocked twice.
Added inspection of hide to learn to make hats and beds.
Fixed unlocks throwing an exception on save
Fixed clothing attempting to change colour before being equipped,was throwing an exception
Repacked building atlas material for high quality normals
Added packed shader support for high quality normal packing
Changed packed shader keyword layout to reduce permutations
Testing and fixing bugs in item stuff. Moved multi-item stack creation method from ItemEx to the main ItemManager.
Wearable colors persisted, synced on portrait clones
Added high quality normal mode to material packing processor
Updated analysis tool
Added a callback for steamworks.RequestPlayerInfo that is fired when the info is received
Merge from Progression Rework
Unlock Activity creation tweaks
More improvements to progression system, looking pretty good now.
Added/tweaked some progression data.
Supermarket / Finished the lowpoly / Added broken glass
Player command refactor, added pooling support and generally cleaned up
Radial menu support for nested commands (WIP)
OSX/GLCore gamma-related darken fix candidate
WIP healer model
cleanup some unit skinning/ rig
adjust metalic map on shooter, burner, slasher
rerender icons
Better spawn handler density enforcement
small backpack fbx/materials/textures/prefab etc
Larger coastal player spawn areas
part one of new CombatAction system for breaking attacks into separate swappable actions.
Broke old actions into seperate actions, Attack.Process now creates a list of CombatActions to be executed
Refactoring ability target modes so we can better control radial commands in any given context
Eliminated ~300B of GC allocs whenever a randomized sound was played
Eliminated GC allocs from effect instantiates (IEffect.SetupEffect)
Eliminated GC allocs from effect weapon bone parenting (EffectParentToWeaponBone)
Eliminated GC allocs when switching resource stages (StagedResourceBreakEffect)
Pause transition cleanup
ActivityNotificationElement layout fixes
moved the helper functions out of Attack into AttackUtils
Attack.Process() now returns a list of placeholder base CombatAction steps
Agent routines exit early when unit is dead or disabled
Removed OnEnabled / OnDisabled in EntityComponent
reorganised combat script folders
wip new combat changes, deleted AttackGrabSO and merged with AttackBasicSO, started working towards component/action based attack setup
removed some duplication functionality across attack defs before starting new combat setup