194,765 Commits over 4,079 Days - 1.99cph!
rebaked tree to stop end wobbling
fisting viewmodels and third person animations
HeldEntity stores holdingOffset rather than using prefab child xform shite
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Added TerrainNavMesh class (basic API to retrieve a mesh or nav mesh build source for a certain terrain patch)
disabling shadow casting on far rocks
Retired "Navigation" layer because we can directly feed meshes to the bake \o/
Small hut sleep positions
rebaked vertex colours for small pine tree
Fixed UnitAttachments runtime adjustment not accounting for missing offset data for the active attachment role
Adjusted stone club attachment offset data
Fixed DSE editor not showing considerations after a null element and preventing removal of the element
Removed null bonus from Goal.MakeFire
Disabled shadow casting on structures LODs
Updated FacepPunch Unity bits, nuked old report window
added some batch files for bot army, more headless player client stuff
Fixed ActivityNotificationElement button click NRE and not resetting .enabled
Fixed radial displaying two sets of conversation topic options (needs collating into radial levels/nested options)
the total for each sense now doesn't account for friendly units in order to stop people from waking up their fellow tribesmen until a more detailed solution has been found
Smaller InView gizmos
Removing some debug bits
Added wheel rims and wheels now spin
viewmodel organisation - clean exports for some vms
People should now go to sleep when they have low energy, even during the day
Fixed Conversations.GetTopics always returning false
Added ActivityTypeDefinitionEditor, shows keywords
Fixed badly named ActivityKeyword interface
Improved Acitivty Notifications UI widget
Cleaned up use of Unit.IsInView extension method in some UI widgets (enemy overlay, conversations)
Moved some DSE/Considerations editor stuff around
Scene2Prefab shadow caster changes
Disabled shadow casting for certain LOD stages on props and overgrowth
some quick AI optim, wip AI damage stuff
Tweaked build settings for local dynamic nav mesh.
Deleted the commented out, old hit % code, as it's now always 100%
Unit range/damage finding functions can now specify if they should include friendly damage or not, to be used by AI
Changed path generation for race mission
testing rock_formation_f export without flatten hierarchy