200,001 Commits over 4,140 Days - 2.01cph!
Updated speed trap avatar
Biome material library editor improvements
Replaced pines with new asset, Tree component etc
Fixed bad material call in Tree
Tree component destroys the parent resource entity when felled (after impact)
Tree component drives "extra wind" for felling trees
BeforeFoliage shader uses global wind vector, exposes extra wind vector, uses Vector4 (needs more tinkering from someone with a brain)
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Removing old reporting system
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Blunts.
Deleted some treasure.
graveyard
night LUT
fireflies
tree deform should mostly work, still room for lots of polish
TOD particle at night hack to stop looping
Skele FX, tweaks
Savas portals
Stamina regen while walking at 50% (exposed on prefab)
Major refactor and improvement for WantsToBuySomethingNearby and CharacterContext
Navigation layer does not collide with anything
Main camera ignores navigation layer
DynamicNavMesh should support Animal agent type, not Humanoid (yeah, buildsettings can only support a single one...)
Better step height for animals (helping them up stairs more easily).
testing rock_formation_f export without flatten hierarchy
Changed path generation for race mission
Unit range/damage finding functions can now specify if they should include friendly damage or not, to be used by AI
Deleted the commented out, old hit % code, as it's now always 100%
Tweaked build settings for local dynamic nav mesh.
some quick AI optim, wip AI damage stuff
Disabled shadow casting for certain LOD stages on props and overgrowth
Scene2Prefab shadow caster changes
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
Fixed Conversations.GetTopics always returning false
People should now go to sleep when they have low energy, even during the day