199,489 Commits over 4,140 Days - 2.01cph!
Added Randomation
Added mixed server mode
Editor tweaks + Entity/CreateView fix for entities with no data
added lower parts of beep truck, working on side and front panelling
xp.add takes a float
UI particles, tweens when getting xp
More view related fixes, Entity constructor cleanup
Agent init fixed
Data fixes
Actually fixing entity view creation when no prefabs or settings are provided
* Fixed checkboxes being fucked up for some people who improperly call PerformLayout
* Fixed SLAM sound being played on death
* Fixed Ceiling Turret playing Alert infinite sound after being removed
* Fixed the HL2:DM soundscapes being looked for in the wrong folder
Road and river side cliff topology
First terrain splat pass no longer calculates slope
Merge from entity refactor
Fixed river lighting mismatched with ocean
Smooth water volume color transition from river to ocean
Radial layout thing
EC injects smartobject interactions in base init
UnitGroups to UnitClass
Fixed a bunch of broken prefab refs
DecisionMaker init fixes and additional cached casting for new Group derived Entity types
Also added temporal AA from the playdead repo
More view > entity monobehaviour deferal
EntityView event fixes and UnitCollection trigger re-write
if UNITY_EDITOR wraps EntitySettings.OnValidateHook
armor condition lowered by damage absorbed
final breaking shot on armor properly only absorbs what it can fractionally rather than 0 or 1
cannot wear broken armor
broken helmets fly off the player on kill headshot
broken items have warning icon
armor provides 100% protection until broken rather than scaled by its condition
armor balance
roadsign armor more effective against melee, less effective against bullet
wood armor very effective at stopping shots, but breaks after being hit twice
helmets overall more effective against melee, but easier to break
metal facemask/chestplate slightly cheaper, but only save 5-8 shots before requiring repair
bone armor nerfed against bullets slightly ( it looks stupid anyway so don't use it )
code cleanup
wood armor pants/jacket not repairable
can wear broken armor at 25% effectiveness
Randomize road width slightly
Rivers react to obstacles in a more natural way
Reduced river and road vertex count slightly
Fixed riverside and roadside topologies reaching too far around rivers and roads
Tweaked river and road splat adjustment fade
Fixed rivers sometimes randomly failing to be added to the water map (physics weirdness)
Added normal smoothing factor to road and river meshes
Fixed mesh normal discontinuities when rivers and roads have to be split for collider perf
- WIP ammo pickup placeholder UI
Added border nature stuff.
Fixed building culling bug.
updated window and road height
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Touched river and ocean shaders just in case
new idle randomise system
movements on human setup to stop spamming console
AvatarPostprocessor tweak
Bu-bye, TAA, we hardly knew ye