199,201 Commits over 4,140 Days - 2.00cph!
Building view update generates fresh mesh colliders
Building view creation automagically finds/updates animator controllers
Projectiles now have better angle simulation (but I haven't put leading back in yet)
Updated BASS to version 2.4.12
Added IGModAudioChannel:GetAverageBitRate()
Added FFT_32768
Mountain splat transfer implementation
Automated Linux Build #320
Editor texture channel copy tool for mountain masks
Automated Windows Build #320
Disabled mountain splat transfer (slows down terrain generation too much for now)
Added an attempt at shot leading with the new algorithm, not great yet.
More distance between prefab mountains
Automated Linux DS Build #320
Hacked wire plugin to work with different connection offsets on every object
Powerline prefab distribution tweaks (prefer intact structures over the more broken down ones)
Commiting merged changes from the new Player animation system
updated water barrel model
added peacekeeper mode to sentry
556 stacks to 100
fixed itemicon generation scene not working
▇▉▇▆ ▋▊▊▌▍▌▇ ▍▊▋ ▉▆▆▇▌▊▍▋▆ ▍▍▇▄▊▆ ▍▄▉▇▆▍█
Automated Windows Build #321
temp fix for waterbarrel LOD's
Automated Linux DS Build #321
Updated Candleight handles
Added Cinemachine Base Rig
Post process terrain slopes near water to reduce wave clipping
Tweaked biome distribution and transitions
Added CinematicCamera module, for testing Cinemachine
Zero the camera after disabling cinematic module
Grass mat fix, disabled grass \o/
Ammo item mod. Added props to whitebox.
added test dodge anim with root motion
updated avatarPostprocessor.cs to look for _RM in the anim name and use root motion on XZ
added dodge bool to human controller(to test for now)
updated human male prefab with use root motion tickbox (will need to be udpated via tools if we go forward with it I think)
updated animation.cs with a check to see if dodge bool is active to disable ismoving and play anims at normal speed, also added OnAnimatorMove here to check if dodge is true and then use the root motion
Renamed UnitTargetsCondition to UnitIsBeingAttackedCondition
Combat.IsAttacking now more accurately reflects whether a unit is in combat with another unit.
Removed naughty FindIndex.
UnitVIew implements OnAnimatorMove, calls Unit.Animation.OnAnimatorMove
increased human walk stride length to slow anim down and look more natural
Fixed micro cliffs sometimes spawning on roads
Water level test does a quick check for river water depth
Senses ignores dead units
Senses doesn't tick on dead units
Units now turn around upon being attacked in an attempt to see their attacker.