252,191 Commits over 3,990 Days - 2.63cph!
Building view creation automagically finds/updates animator controllers
Building view update generates fresh mesh colliders
BuildingSettingsEditor collider mesh creation
player preview source updates
Fudged some numbers to make shot leading work pretty well.
Fixed some issues with entity view management editor code (specifically resources)
Removed BiomeMaterialObject components from all resource source prefabs
Building new truck and experimenting with handling
Building init fixed
DebuTools window shows smartobject interactions for selected entity
rebaked out many elements, and centred them all. added duplicate and mirrored elements to create full beep truck (without wheels)
more chopping of atmos music
Projectiles now hit stationary targets and rotate correctly.
Got legacy legacy gl and glcore paths up to speed
Minor logz optimizations
Fixed underwater
Added Shelter VE to buildings
Fxied EffectSettingsWrapper bad NestedEditor Attribute
Exposed ToolType and SkillUse in BuildingSettingsEditor
FIxed Buildings having two container components
A bunch of material cleanup and prefab fixes (campfires, bushes and buildings are interactable again)
Combat abilities now affect stamina.
Removed Agents panel from DebugTools window
DebugTools window now shows generic Entity Info panel, not just Unit, plus a bunch of tweaks and cleanup
Removed "Open Visualiser" button from DataEditorTab, cleaned up some title display design
Mountain topology textures
Terrain basemap includes terrain painting layer
Available mission points dictate whether mission can start
Fixed : AIDebugger shows all entities
Fixed UnitSettings.Create not positioning view prior to init
Automated Linux DS Build #319
Automated Windows Build #319
Automated Linux Build #319
Don't load archived ConVars clientside when they are replicated (causes de-sync on servers with ConVars set to their default value)
Finished water logz
Fixed scattering logz
Fixed shore wetness not showing on terrain base lod=hq
Fixed projectile entity incorrectly being set to the weapon rather than the ammo in Combat.
Started work on ranged combat and fixed item drop event not actually being triggered.
Added dodging and parrying.
Restructured combat so missing is calculated on the defender's side.
Melee attacks that hit when the opponent is out of range should now miss.
tweaking normals and maps, constructing truck in marmoset