252,194 Commits over 3,990 Days - 2.63cph!
water dispenser gibs, and the LODs should be there now.
DebugTools window NRE fix
HumanController human_combat exit transition no longer has fixed exit time, should be instant when the condition passes
Show button to open AI Debugger on Entity Info panel when an Agent is present
Removed cinematic camera module/components from prefab
Units now turn around upon being attacked in an attempt to see their attacker.
Senses doesn't tick on dead units
Senses ignores dead units
Water level test does a quick check for river water depth
Fixed micro cliffs sometimes spawning on roads
increased human walk stride length to slow anim down and look more natural
UnitVIew implements OnAnimatorMove, calls Unit.Animation.OnAnimatorMove
Removed naughty FindIndex.
Combat.IsAttacking now more accurately reflects whether a unit is in combat with another unit.
Renamed UnitTargetsCondition to UnitIsBeingAttackedCondition
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
Ammo item mod. Added props to whitebox.
Grass mat fix, disabled grass \o/
Zero the camera after disabling cinematic module
Added CinematicCamera module, for testing Cinemachine
Tweaked biome distribution and transitions
Post process terrain slopes near water to reduce wave clipping
Updated Candleight handles
Added Cinemachine Base Rig
Automated Linux DS Build #321
temp fix for waterbarrel LOD's
Automated Windows Build #321
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updated water barrel model
added peacekeeper mode to sentry
556 stacks to 100
fixed itemicon generation scene not working
Commiting merged changes from the new Player animation system
Powerline prefab distribution tweaks (prefer intact structures over the more broken down ones)
Hacked wire plugin to work with different connection offsets on every object
Automated Linux DS Build #320
More distance between prefab mountains
Added an attempt at shot leading with the new algorithm, not great yet.
Disabled mountain splat transfer (slows down terrain generation too much for now)
Automated Windows Build #320
Editor texture channel copy tool for mountain masks
Automated Linux Build #320
Mountain splat transfer implementation
Updated BASS to version 2.4.12
Added IGModAudioChannel:GetAverageBitRate()
Added FFT_32768