252,443 Commits over 3,990 Days - 2.64cph!
Added a clip to the night time music
Fixed regular gamespeed controls not overriding editor timescale
More timescale good things
Exposed timescale adjustment smoothing
Expose timescale adjustmente on PlayerTimeControls component, reduce by 75% when timescale is < 1f
Added manual timescale control using -/+ keys (numpad too)
Fixed issues with animation params and movement state not being properly synced up (don't fire destination reached callbacks in navigation until we're absolutely not moving)
added 5m high glitch anim to replace whatever anim you're not sure is playing or not
TriggerSettings.GetUsageCount impl
ConditioNSettings.GetUsageCount mad LINQs bruh
Fixed AIDesigner not always serializing database asset
FOR FUCK SAKE EnemyAbilityShield removed PP fx and added forcefield fx/tweak forcefield script and shader
Started on proper effects
Effect Trigger toggle in DebugTools Settings tab
Effects above stats in debug sidebar
Fixed VisualFX unscaled time support
Fixed Wait Action not randomising
Set default EntityManager ms budget to 2
UnitInfoWidget text tweaks
ClickOrder VisualFX on prefabs, Player prefab updated
Fixed zero scaled visual FX
Fixed UnitEffectsWidget not storing Effect refs :|
UnitEffectsWidget reworking
Fixed issues with duplicate behaviours and effects in UnitEffectsWidget and UnitBehaviourWidget
Added profiler hooks for Effect Trigger evaluation
Programming, how does it work?
Fixed arrows not being correctly parented to the hitbox they hit
Only turn to face attackers when recieving a melee hit
Fixed some nulled music refs and added NRE catch to MusicManager.PlayClip
Projectile attachment tweak
Combat editor improvements
Hitboxes implementation WIP
- Timeslow shield ability tweak
- Deleted Particle Playground... again ?
Replaced deprecated calls to RenderTexture.isCubemap
Moved process GPU device requests call to MainCamera.cs
Added "terrain.atlasmipfix" and "terrain.basetexcomp" commands to disable all native gfx api calls (only pvt and these two features use them)
Added comments regarding terrain.* commands to ConVar.Terrain script
latest data, human anims, combat dummy, deer HIT boxes
updated deer with HIT_ boxes childrenated to bones
Event music can now be looping or one shot
road tile prefabs updated
Reworked ActivityData and tweaked activity triggers.
Tweaks to tutorial task system
updated meshes and prefabs
turned off triggers I accidently left on
added the mask back so the spear throw gets the animation info for the itm bone