199,645 Commits over 4,140 Days - 2.01cph!
- Raft now moves faster
- Made trees easier to target
- Fixes
Box colliders on some item views
CollisionDetectionMode.ContinuousDynamic
Reset behaviour on wake up
Fixed river mesh shading in low quality modes
- Camera can now pan to a location
- Notifcation bubbles can now be clicked to focus the camera on the notification entity
Added big sticks to tree resource items
Effects tweaks, removed old Sprinting effect
Fixing bugs with unit death cause by flag gating in animation code, simplified Death effect to just set flag
Mixer tweaks, effects fixes
Unit speed anim param tweak
Added SleepInside/SitInside interactions for buildings, updated goal plans
Units removed dead targets and stop attacking
SetDestination checks for NaN or infinity and breaks (hack)
IsMoving condition on some effects to be safe
Fixed movement effects being applied badly
Missed a trigger on Movement(Walking) effect
Stick box collider, torch light moveed up, temperate animal spawns
Increased animal spawns factor
Updated handling
New city stuff
- Selection/action sound FX are now random and volume back to 1 from 0
Fixed terrain parallax occlusion mapping on legacyGL/Linux
Fixed black cargo plane trails on legacyGL/Linux
- Fix for interaction position
- Can now issue controls at any zoom level.
- Set Island interaction radiusssssessesssiiiii correctly
Added forward path to speedtree shaders
Disabled deferred path on billboards to allow turning off shadow receive
- Some util changes
- Started construction stuff:
- ActionConstruct
- ActionConstructTick
- BuildingInteractable
Fix vertical text alignment on spawnicon labels
Tried to make console human-readable on OSX
Fixed surface.GetTextSize on OSX
OSX fonts can now be bold
Automated Windows Build #242
Automated Linux DS Build #242
Added "Decal Shadow" toggle option to Rust/Standard; allows fade/transparent mesh decals to receive shadows from main light
Reverted road_decals to previous
Fixed PVT-version of terrain parallax occlusion mapping on legacyGL/Linux
tidy up of human controller using substate machines and adding idle to movement blend tree in animals (to make stopping look more natural)
- Made StatVisualModel to control how an entity appears visualy based on a Stat
- More construction work
- People can now go 2 days without food
- Animation event audio
- Some audio
- building shit
- Setup storage building visual states
Refined some lightmap techniques. (WIP)
- Constructed() now checks the construction stats Maxed(), so buildings can have different construction requirements
- Made a House.
- Island should now sink faster the more buildings they have. Probably.
- Some construction UI stuff
Fixed missing decal shadow shader property error in some Rust/Standard based materials
Added base BeforeToolWindow, now used by CharacterMorphWindow, UnitAttachmentsEditor and new InteractionPositionEditor
Refatoring SmartObject Interactions, with support for per-interaction subscription limits and positional data, (still in progress)
Fixed radial menu showing the wrong behaviour name
Updated UI and networking
Fixed reverse issue