240,604 Commits over 3,867 Days - 2.59cph!
added attacks to controller and toned down head bob on run
Refactoring Unit+Item/Attachment handling to be a more flexible and robust
Unit+Combat calculations now account for resistances to damage types, mitigation from attributes, and weapons (plus their procs)
Added DamageTypes and DamageResistances to Species combat params
Added DamageTypes to WeaponParams
Added HoldItem flag to PickUpItemSettings
Added AttackSpeed attribute, used in combat timings (value*(100/1000) = delay in seconds between attacks)
Added AmourRating attribute, used in combat calculations as mitigations (exposed in data, so optional)
Weapons data for both spears and rock items
Removed unused textures/models
Resized some oversized textures
- Missions are now passed the mission SO to their Init function
- Added new SO def type for time based missions
- TimeObjective now successfully completes on survival
Automated Windows Build #155
Automated Linux Build #155
anims are pretty rough sorry, will polish them once seen them in game
Error/ErrorNoHalt now call menu state's OnLuaError hook
Improved error handling for NextBot coroutines
set all shaders on wild west environment to use deferred rendering, baked out new lightmaps, tweaked lighting
Automated Linux DS Build #154
BuildingBlock protobuf update (backward compatibility)
- WIP new mission type: timer
Entity spawn test console command (entity.create)
Automated Windows Build #154
Automated Linux Build #154
Don't try to load binary modules that have the same name as a base Lua module
StabilityEntity protobuf stores distance from ground
Automated Windows Build #153
Automated Linux DS Build #153
StabilityEntity protobuf stability value is optional (backward compatibility)
StabilityEntity saves and loads cached stability value
Automated Linux Build #153
Profiling
LookAt perf tweaks
Fixed cyclic reference detection in util.TableToJSON
Fixed cyclic reference detection in PrintTable
Plugged in anim events and moved stuff to correct folders
Tweaked anim events to prevent delete component in a callback errors
Added dive test
Fixed Owl dives
- Sinewave movement tests
- Can now press space on mission select screen to roll/start
Removed SmartSubscription.IsActive, fixed some issues with SmartObject subscription
Igor - forehand/backhand hold anim source
Player GoTo fix
CanFindBuildingMaterials filter NRE fixes
Agent Manager is now slightly smarter about how it updates its agents OnSecond and OnMinute.
UnitManger unit ticks per frame to constant
TOD day length now 48 real minutes
UnitManager tick optimisations
Unit+Sense profiler hook removals
- MortartLauncher can now be set to to player or own position as target center. Added a minimum radius range so it can be set to avoid launching onto itself ;)
End profiler samples properly in Unit+Senses FindPerceivedUnits
ValueMitigators added to CombatEffectParameters and Unit+Combat
Removed use of generics in Agent+Stats GetStat methods, rewrote with type specific methods (GetAttribute, GetVital, GetNeed, GetSkill)
Cast caching in Stat+Properties
- Some BaseProjectile refactor, deleted some old scripts
added eclipse mode to court wear shader. added new temp court wear texture
new mammoth
test on deer to get animals working with generic controller