199,504 Commits over 4,140 Days - 2.01cph!
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.
-committing absolutely nothing, trying to get out of plastic hell
-your humble subject, begs at your feet for merging with main, oh Dark Worldestroying Machine
Updated Lion-El serve, added serve walk & clips
- Area1 work
- Added some placeholder taunts to Bouncers
- Changed loot spawn percenteges for qualities
- Enemy chatter offset can be specified per enemy
Fixed ArrayIndexIsEnumDrawer not working with structs/classes
Added toggle for intro cams
removed old trees material
added dylan's lightning bolt and waterfall effects
made all swamp court shaders xboxone and ps4 compatible, and defferred rendering when not using transparency
added new camera animations to all courts so they don't all overwrite the same one. Tweaked lighting in swamp court, WIP
-tehfancy infmap, first iteration.
Added Lion-El forehand volley stand
some more animations for the semi-auto pistol view model
Fixed normal texture mode
-some of the constants are being ignored vs constants passed in as arguments
-threaded k-d generation is nearly really threaded!
-more work on the threaded map manager.
-aside from the threaded bit needing to look up a vector3 (boo), which will need to be either processed or changed, the threading is threading fine now.
- Refactored unit items, attachments, flags and lots of related code a lot
- Units can now drop items (player commandable via RMB on selected unit)
- UIWidget now deals with animator fadeIn/Out and lets an AnimationBehaviour to deactivate the gameobject (w/fallback)
- ItemComponent once again holds a list of InteractionSettings which get passed to the sibling SO on init
- Improved ItemComponent SO Interaction mangement methods (they work now, lel)
- Fixed shitty rotation on human male Rshoulder AP
Fixed incorrect subsurface refraction
Fixed glowy water at night; now properly lit using custom lighting model
Updated water level; tidying up scripts, more coming
* GitSync
* Added Player.SetLaggedMovementValue
* Added Player.GetLaggedMovementValue