250,918 Commits over 3,959 Days - 2.64cph!
rebaked lightmap.. hopefully for the last time.
added new inner court stones as they are much less busy. added court wear textures and created court wear shader for temple court which uses deferred setup. made court wear 2nd texture pink so you can see if it is working or not.
textured temple inner court stones and exported. moved court grass and exported
Reflection probes enabled in Low quality settings
Fire FX sprite tweaks
-broken assets unbroken
-cavepeople refuse to collect sticks from under wolves.
Water2: quality control exposed in inspector
Water2: added force enable fallback normals to material params
- Mortar can now attach/detach entities to it
Added filter func to the RLD constructor call in AgentSettingsEditor, rejecting any Abilities flagged as global
- Fixed a bug with Entities taking damage when they're disabled
Made the goals and abilities list drawers in AgentSettingsEditor unique
- Mortar launcher now controls height and speed of it's mortars
NRE error log in BehaviourCain where interaction target is null
ActionChain UnityEvents replacing System.Action
Unit+Combat effect stuff
Female textures and cleanup
-new InfluenceMapConsideration type, added in PickUp ability
- More mortar/launchers testing
FOR FUCK SAKE town scene/planet
Fixed combine normals override shader
- DangerMarker can create a ring mesh of any radius and thickness, with any number of sides.
- Added marker prefab and material
Switched fx_embers and fx_smoke to "Before\VertexLit Blended"
Added internal combine normals override so we can use "Camera" to support forward "Before\Skin" in AO; switched mode and tweaked depth threshold to avoid halos
Added "Before\VertexLit Blended" for particle fog/scattering support
Misc shader work
Deleted un-used third party : ParticleScaler and Sonic Ether Bloom + SSAO
- Updated appid
- WIP danger markers
Added Minhs M4 into game. Round1
New blog images for Dreadora.
Patched particle fog to prevent future issues
FOR FUCK SAKE town scene/ asset
!A wip planet texture
Unit+Animation NRE catches to avoid errors for now, needs debugging (NRE ln75 RemoveAnimationEventListener)
Re-instated individual Agent ability storage, added IsGlobal flag to BaseBehaviourSettings (lazy because I don't want to cast to AbilitySettings at runtime...)
More Weapons data/boilerplate
Refactored Stat+Modifiable quite a lot, no longer using events to deal with modifiers of different types being added or removed to the stat, instead it's all done within the Modifiable partial
Renamed Stat+Tickable to Stat+Tick, now simply handles ticking!
Added a "Change" type to StatModifierType, essentially ignored by most of the stat modifier system, instead on Add it just changes the stat's currentvalue (base) by whatever Value is defined in the StatModifierSettings
Fixed AddUnitFlag not working
Minor Effect stat mangement refactor for better clarify
WeaponParams boilerplate for weapon specific effects, stat driven damage and range limitations
Fixed some Effects adding the wrong flags
RUST 487 - No collision on silos at train yard fixed
Refactored Stat+Modifiable and Tickable partials to use FixedArray for grouping modifiers by order
- Bolts now drop in levels off enemies and crates (2% chance per lootdrop for now)
- FIxed bug where currency not displayed correctly with new save
- Added Bolts currency to gameplay UI
FOR FUCK SAKE town asset
!A material