2,268 Commits over 274 Days - 0.34cph!
Maples into common bundle.
steamworks files, app id, proj settings
Slight ordering change in item stats editor
Yet more tooltip fiddling
Even more tooltip fiddling
hacky SkinnedMeshCollider test
slot type icons for wear category hides why you have an item on the slot.
Scene stuff
Climate & sky
Scene backup.
Less ridiculous helmet overlays.
Fixed maxhealth not updating between server and client.
UI Inventory hiding player info fix
Exposed protection values in item stats properties.
A bit more fiddling with the tooltip ui for inventory.
Remaining attire materials.
Materials for the different attires.
Mushroom crash fix.
Stamina recharge tweaks.
Health tweaks.
Manifest.
Inconsistent plastic fix crap.
Limited the island to a playtest proper size, part 1
Item stat pool values now applied only to the max value of a stat.
Meager start to melee parry.
Changing held item applies and remove item stat pool values.
Items applies or removes item stat pool values when items change containers.
WalkSpeedModifier that affect walk and duck speed is now applied from held and worn items.
Crit chance and run speed modifiers are now applied from item stats.
Per second stat properties are now applied from held and worn items.
Attempt to add random range to damage values (gaussian). Defaults to 5.
Scientist population is now 0.
Expose CriticalHitChance on all BaseCombatEntities.
Now using NavMeshBakeManager, which supports multiple agent types. Agents now use 4 different types of agents.
Started setting up support for a navmesh bake manager, to replace dynamic navmesh (will support multiple agents and better editor-side control).
Old Dynamic Navmesh only support a single NavMeshAgent type, so let's stick to that limitation until we upgrade.
Replaced Apex Utiltiy AI with DRM-free version
A little bit of damage system cleanup