250,413 Commits over 3,959 Days - 2.64cph!
Fixed SaveHook path error
3rd person animations for the SMG
Mavis special move & events
Added Elvis special move event
Added test vehicle model and a system that allows getting in and out of it.
- Started working on a rough introduction area
modelled and unwrapped swamp plants
- Pause state work
- Special enemies now get visual effect
- Enemy work
- Renamed Biome to BiomeAsset
- Folded GraphicsOptions into GameOptions.Graphics (class is too big, will split to partial)
- Removed PlayerQualityControls and moved the dynamic shadow distance method to PlayerCameraEffects
- Updated GSD and GDS
- Renamed UnitViewHuman to HumanView and moved some files around in the Gameplay/Units folders
- Expanded UnitViewEditor and derived HumanViewEditor
- Smart Object part of the SOv3 now implemented.
- Agent of SOv3 reorganized.
- Effects improvements and changes.
- Need improvements.
- Actions and Action Chains generalized and shared for all purposes.
- Added Incentives.
- Triggers improved.
-slight OCD fix on camelCasing
Added Menu.ShowOnItem
Added logic for BoneRetarget ( for clothing items to attach entities to bones )
BaseNetworkable automatically verifies PrefabID
Moved GetItemOptions to BaseEntity
Removed characters from in game nodes, updated character select
-clarified height-dampening factor only works in vectorcam
Elvis char select prefab and celeb controller
Added TENN win / lose anim controller and updated prefab
Base Item stuff mostly done.
FOR FUCK SAKE rework the edge filter, effect is now per material rather than layer based
FOR FUCK SAKE tweaked the main shader to work with all the image effect filters
!A highlight effect (per material)
- More building shader tweaks
- Cliff prefab cleanup (moved most components to the root)
- Some NRE fixes in TerrainWeatherObject and TerrainBlendObject
- Moving Editor scripts to /Editor folders in their respective/related script folders
Rexported all building assets because Unity is a prick (╯°□°)╯︵ ┻━┻
Moving building assets around
- Cleaning up Content/Buildings assets, re-exported everything to use new material setup.
- Added Before/Building shader
- Nuked some un-used/old utility scripts
All assets now use a single multi-material
- Deleted some old un-used ThirdParty stuff
- Added Custom Handles third party plugin, fixed an error in it's code related to API changes in the 5.1 beta
Build bundles as part of the build process
Fixes