200,444 Commits over 4,140 Days - 2.02cph!
Removed this. from all invokes as they're no longer extension methods
JunkPile timeout check uses Unity's invoke because of its long repeat time and since it doesn't use CancelInvoke
FOR FUCK SAKE more shader tweak
!A implementing Diogo's ghost shader stuff
FOR FUCK SAKE unit prefab for ghost stuff / unitview scrip to assign team
Events now get fired properly. Now have different event scheduling options.
Rocket factory building / interior texture progress
People now go to a desired hunting area (but don't do anything yet)
junkpiles block AI movement
junkpiles actually sink all the way into the ground before disappearing
Added in game, updated TOD
Basic somewhat janky implementation of hunting in area
clear combat target also clears kill desires
thrown rocks will now actually fall to the ground
FOR FUCK SAKE unit prefab
FOR FUCK SAKE fix ghost stencil sorting issue
FOR FUCK SAKE fix missing material.....?
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Automated Windows Build #664
Automated Windows Build #665
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Let's not divide by 0 when calculating combat related skill gains
beancan / f1 grenade viewmodel tweaks
flamethrower + bolt rifle viewmodel tweaks
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hammer / salvaged hammer viewmodel tweaks
hatchet / stone hatchet / mace viewmodel tweaks
hatchet / stone hatchet / mace viewmodel tweaks
python revolver / cleaver / hacksaw viewmodel tweaks
FOR FUCK SAKE camera post process
FOR FUCK SAKE cleanup removing unused post effect
Fixed init order for characters that are already in vehicles when a new client joins. Fixes character sitting at the wrong angle.
Merging in the latest from Main.
Vehicle hit force mod, and also fixed player getting hurt FX when jumping around on stationary vehicles.
NPCs now using the new fake trigger collision system that players use. No more real physics collisions from NPCs. Also added a little more support for NPCs in vehicles at some point.
Ragdolls inherit velocity of vehicle hits from the server. Adjusted vehicle->character hit forces. Also renamed PlayerHealth to CharacterHealth since NPCs use it as well.
Ragdolls now handle explosion and other hit forces as well.
Biter health reduced 6->5, movement 4->3
finished hiding all networkmanager sends behind new Messenger
Separated all Messenger.Send calls to Messenger.SendToHost/SendToClient
bear root motion fix and also make sure attacks finish before starting the next one
optimised animationrootmotion.cs slightly
changed values to make human turning a bit smoother