252,729 Commits over 3,990 Days - 2.64cph!
tweaked a bunch of 3rd person animations to show the player pointing his weapon in the actual direction he's facing
fixed bow world model orientation and hand placement
fixed stupid bug with the eyes looking all fucked up when the player held construction planner
More work on getting equipping and stowing ready for prime time, but not quite the yet. These changes breaks main, so pushing to branch.
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Fix for player panel not removing
Tiny optimization to herd average destination used for fleeing.
Added some error logs to Fixed Array, like when we try to Add elements when the array is full.
Herds were adding target destinations that were NaN and shit, FA debug logging unweiled it, now "fixed".
Disabled sharpen on taa; already doing it later down the pipe
Replaced anti-aliasing toggle option with dropdown: off, fxaa, smaa, txaa (needs backend/convar work)
Modified dropdown code to allow setting image color on dropdown option (off=dark)
Fixed lit alpha blended shader paths
Button sounds on various UI widgets
Buffer UnitFilterSourceArray in UDM
deer alert less frantic and loops
bear alert is the sniffing air one
Fixed possible NRE's in LifeInfographic
Probably fixed loot sometimes opening with the wrong panel
AI module GoalPlan break conditions use blackboard mode
Fixed taa component position
Fixed some actions that store state not correctly calling their end impl on break
Unit.Items drop/remove handling and Dispenser "pop" both parent items to their parent zone's item container
Mixed in unity-std temporal anti-aliasing; has proper tonemap+reverse => filters bloom flicker; kept best of both
Better integration with native motion vectors
Added FXAA as an option for low end
Senses perceived/surrounding/known units refactor.
Deleted Un-used GroupCanFindUnitCondition, and code from Knowledge
Added truck colours
Increased mission radius marker
rabbit eating & alert state
Tutorial sub-task animation tweaks, play sound on complete (placeholder pop)
Building AI Module weight tweaks
Equip Carried Item Action
Stow Equipped Item Action
Pick Up and Equip
Pick Up And Stow
Is Holding Item Condition
Is Holding Anything
Is Holding Weapon
Equip Carried Item Action
Stow Equipped Item Action
Reduced glove and boot bullet and melee protection by 50%
Moved all third party stuff into Standard Assets in hope of speeding up compile times a bit
Deleted SEGI and Water2
XP saving uses protobuffers, no garbage
XP databases will be converted on first run
TargetIsInRangeConditionSettings modes
Combat AI data pass
CookCorpse only accepts skinned corpses, doesn't force state
Corpse decay improvements/consistency
Added SetCorpseState Acton, added to Skin Corpse Interaction
IsPerceivedByTargetConditionSettings Modes
Fixed sneaking to target breaking all the time