250,891 Commits over 3,959 Days - 2.64cph!
FOR FUCK SAKE town portal light
FOR FUCK SAKE icecave model (mat/collision)
FOR FUCK SAKE rebuild asteroid tile set
semi auto clipsize changed to 16
bullet speed reduced
damage slightly increased (roughly 25 per shot)
semi auto rifle does less damage but bullets move faster
player uses updated skeleton, more even damage scalars
Machine conditions can check if the required process is running, available
Fixed UCFEC not applying entity component filters correctly
Semi_Auto Rifle : shortened the blend time between reload --> idle ( fixing the weirdness that occurs when player goes into ADS after reloading)
Implemented goosey's silencer model
Implemented goosey's holosight model
Fixing some condition data brokeny refactor
Updated eclipse controller - now lerps colours correctly
- Mission definitions can now be marked to not get selected at all
- Disabled the alcohol pump mission until it's more fun and outdoor is more filled in (outdoor only mission)
Owl - forehand stand update
Cowboy - update to death anim WIP
Added run east source file
Initial smash source
Added EntityComponent filtering to EntityCondition
Cleaned up Machine/MachineProcess a bit
Lots of data changes
Fixed bad skin update stuff in BuidingView
Goals data
- Weapon scriptable object definitions now control which splash damage prefab is used and it's radius and min/max damage
- Reward screen item panels now show weapon stats
Owl - Updated forehand stand, changed events
Fixed issue that could force LOD0 to always be visible
- More reward screen work
- More reward screen work
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
Some data tweaks to get fire related goals working again
Fixed error spam on connect
Removed unused params in river shader
Fixed seams in foam noise texture
More foam options; parity
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Agen.AddDesire checks for existing desires (params id comparison)
sidewalk textures
final road models (still needs a LOD pass)
dungeons tweaks/updates for roads
DSE runs AddAgentDesires when exiting early due to Condtion eval failure
Fixed DecisionContext not reigstering Desire requests properly
Bulk action rename
Data save
Fixed Agents not ticking DM
Made Desire system generic, adding params classes for data exposure
Added a DesireFilter system used in DesireCondition
Exposed DecisionLayer and ConditionType data as readonly fields in Condition & Consideration Editors
Compile fixes (CLIENT / SERVER)
Automatic batch splitting when vertex count limit is reached
removed erroneous temple animation files
added new anims for eclipse mode
added particle effects, lights and flower for eclipse mode
added temple flower with eclipse anims
Updated water and river materials
- Reward UI now pops up in town after completing a mission and disappears when you accept a reward
Water specular and smoothness control (doesn't affect SSR)
Water specular and smoothness control (doesn't affect SSR)
MeshCull plays nice with batching
- Mission reward screen now rewards 500 cash plus another 500 if the cash reward is chosen (placeholder amounts)