108,198 Commits over 3,867 Days - 1.17cph!
Halloween dungeon population 1
Can now collect Scarecrow heads with skinning knife
Directional surface stuff WIP
Enabled halloween event
Enabled Scarecrowpopulation
Updated collectables
Added bone collectable
Frank default table craftable
Enabled portals
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- Wolves have a chance to stand their ground and start growling at the first swing, if they do this swing again to make them flee
- Make torch swing reactions less delayed
- Remove cases where a wolf is quite close to the fire, but just stares without either growling or moving away which looked odd
Fix held items on fire like torches, bows and flame throwers not being detected by wolves if the fire moves far from where it was lit
Fix fire not being detected sometimes at a specific distance
(do not forget about a fire when it leaves out perception range, remember it until it's disappears)
Refactor FSM states to return their status, instead of having it being a member field (less error prone and helps states be AI architectures agnostic)
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Replaced radiation removal tea with the anti rad tea in the food cache loot table
Store the user ID of the player who last edited the VM name (needs a protobuf gen to persist through save/load)
Don't show NPC vending machine names
- Local vine setup
- Mountable calls vine update RPC
- Manifest rebuild
Initial work to render a line
Dispose of line renderer on destroy
- Vine object
- Prefab setup
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine
- Rotation speed changes
- Mountable now shared between swings
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
Change mountable so the player doesnt insta die on dismount
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
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- further cloud density+lighting model experimenting
- add noise generator for the 2D cloud map (controlling coverage and cloud type), values can be tweaked and texture regenerated at runtime
- clean up
Fixed siege tower server collider
Ballista gamefeel, placeholder anims
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
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Added ballista spear ammo item + placeholder effect and projectile prefabs
Ballista loading and firing logic
Added projectile firing overload methods to BaseMountable
Fix wolves not comming to help their allies under some cirumstances
Add: Perf Test dud to boot ProcGen map
Builds for player and starts switching the world, but I try to set it up incorrectly and still need to build/copy asset bundles.
Tests: Confirmed that the player asserts when running the new test
exported metal shield world model anims
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
Clean: removing unnecessary checks and files
Tests: none, trivial changes
playerupdate. player animtion controller updated with correct anim clips