250,807 Commits over 3,959 Days - 2.64cph!
JavaScript exceptions now show file path and line number in console
Added scaling options to entity view prefabs via new EntityViewPrefab holder class derived from WeightObject, lacks editor integration for now.
http://files.facepunch.com/petur/2016/January/09/w.gif
Added global AI (specifically just decision making) toggle in AgentManager, exposed on the debug window Settings tab.
Decision log can be disabled (in both the decision log window and the debug settings tab)
Something something just cliffsidethings.jpg
Automated Linux DS Build #116
Automated Windows Build #116
Automated Linux Build #116
Fix crash in CTraceFilterDoor::ShouldHitEntity when encountering invalid physics objects
Automated Linux DS Build #115
Automated Windows Build #115
Automated Linux Build #115
Only cache replicated ConVars on client builds, god damnit
Automated Windows Build #114
Automated Linux Build #114
Replicated Lua ConVars now network to clients properly on connection
Cowboy - win01 WIP source
deleted temple meshes folder
re-exported temple stairs with fixed emissive parts
PrefabPrepare - check for nulls
baked out new lightmaps, re-exported temple stairs with emissive materials fixed
Rocks are no longer consumable
Comment out unit angular velocity shit until I have time to make it good
Rigidbody on Unit not kinematic
A lorra lorra data changes
AI no longer re-enables itself (unit flagging doesnt disable DM anymore, instead we rely on conditions to stop sleeping units making decisions)
More unit movement tweaks, feeding angular velocity into the animator, lerping angular speed on the navmesh agent based on current speed
Fixed reflection probes / HUD on xbox
Unit movement now uses a callback from the animator state, to allow better control over animation in/out stuff
Updated all anim controllers with new "triggerMovement" trigger and UnitMovement behaviour on their Movement state
Changes to Unit.TrySetDestination/SetDestination to play nice with the above changes
SkyDome cubemap settings improved in prefab/todDefault.xml
Added AI toggle to the unit debug view
Added example override controller in Units/Animals folder
-EntityCondition changes to better filter buildings (failed to do fanciness with a generic type method taking an Enum, tho :/ )
- Factory1 set to randomise seed again
rig change - latest human rigs to with current game data
Toned down the stone material spec/smoothness
Nuked old biome
Fixed Berry Bush interaction positions distance
proper fix for human female this time
Moved/renamed construction test assets
somehow female had lost controller so rebuilt
Disable IK look at while its shit
Changed sleeping bool actions to new trigger names, updated Sleep effect
- Scaled playership size from 1 to 1.3
reenabled grass in the scene
changed sleep to use triggerStartSleeping and triggerStopSleeping