252,044 Commits over 3,959 Days - 2.65cph!
Fixed attack ray origin being off after ricochet
Split vis.attack into vis.attack and vis.damage
updated decay to to be time based
doors reset decay time
Remove extra low end from pie menu sounds
Play a small sound when raising/lowering ironsights
Leaf rustle variations for different plants
Added BehaviourGroup.Invite(Agent agent) method, WIP scoring from Settings.InvitationDSE
Fixing and tweaking issues with Behaviour refactoring
Dont create ReoderableListDrawers for AgentSettings fields
Group is now derived from Agent
Removed IndividualAgentSettings
AgentSettings is no longer abstract
Lazy tweak per viewmodel
No/Less lazy on ironsights
Super distant gunshots for each gun
More reverb + mids on c4 explosion
Wrongly assumed that code copied and pasted from stackoverflow worked
Projectile simulation uses exact time and movement stepping (finally makes ricochet work as it should)
Compressed PVT cache using async native requests
Fixed potential NRE in SkinnedMeshCollider.GetDensity
Stop projectile if no penetration resistance can be retrieved from the entity that was hit
lazy aim - dynamic crosshair position, smoother, deadzone
Added GroupBehaviour : BehaviourPlan
Added HuntingGroup : BehaviourGroup
Added GroupBehaviourSettingsWrapper
Added various empty/skeleton data for hunting group
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First stage native api call stability; switched to safer async native GPU api calls; now called by render thread via plugin event
Testing stability for terrain base pyramid compression and atlas mip level fix
PVT compression disabled temporarily
Updated RustNative
Lion-El, Mavis & TENN south turn runs
Pre-forest scene backup. Few rock mats.
Fixed hit normal orientation reject
Switched to safer async native GPU api calls; now called by render thread via plugin event
Commented assert in RakPeer due to debug-mode compilation issues