199,481 Commits over 4,140 Days - 2.01cph!
Renamed "Water Reflections" to "Water Quality" in tweaks UI
Fixed water2 on OSX/GL; also fixed border mesh disappearing on restart water
Added max bounds to water displacement [AMD freeze]
Added water1 fallback when Water Quality set to 0, water2 when 1 [AMD freeze]
3rd person animations for player shivering (when he's cold, or he just got dumped by his girlfriend)
rigged up the semi-auto pistol view model
idle animation done
- Setup loot container to use the new model, added explosion effect and hit effect
- Deleted old unused container prefab
Character 08 assets so far. BS WIP. Sculpt final. Textures final.
Player is now network player
Item Definition unit tests
tweaked swmap court cameras to pan and push, tweaked angles, simplified animation timeline
- Added trails to loot items that match the item colour
- Tweaked loot hoover beheaviour
Char08 maya scene. Final with BS.
Removing old rim test material.
- Organising Scripts/AI/Common/Actions a bit
- Re-wrote ConsumeItem to deal with consumable effects instead of firing a seperate Modify Attribute action with derived settings
- Fixed some PlayerController selection/interaction issues
- Cleaning up Building a little
- Added Rested Effect
added court_intro_cam with animations to wild west scene
- Added MinimumInteractionDistance to SO, dealt with in GoToSmartObject for now.
- Fixed Item.DestroyItem coroutine not firing properly because the item was inactive
- Added Obstacle componenets to various view prefabs
Moved editor styles to seperate file
Handling player death, respawning and ragdolling a lot better.
tweaked cloud city spaceship anim to not be as annoying..
Added court_intro_cam/s to cloud city and test court scenes with animations
NetworkEntity Dirty changes
Added Lion-El serve & events
- PlayerController tweaks, better radial handling (no longer puts UI into a modal state)
- Tweaked UnitInfo a bit, added Birth date set on init from TOD (offsetting starting units with a random age hacked in for now)
- Refactored SmartObject interaction management methods, they now take params instead of a List of interactions, added an overload which takes string args
Windmill files update - models, collision, LODs, Gibs, animation
animations for the semi_pistol viewmodel - deploy / dryfire / fire
Entities don't need to be in bundles folder
Changing input to Input.GetAxisRaw - not sure it makes a difference
Item defs don't have to be in Items/
Fixed entity debugging flag not working as designed
Can place new Constructions in the editor without running manifest generation first
- Added Wolf species assets
- Re-made all animal Animator Controllers
Fixed floating building parts
Increased decay
Oops @ left in debug output
- Made minimap/map stand out more
Disconnection handling and clean up.