19,298 Commits over 1,614 Days - 0.50cph!
Updates post pro stack from github
Updated ASE
Removed DX9 and Vulkan support
Disabled DX9 target platforms for all ASE shaders
Biome mat lib splat sync validation
Rock/stone mat consistency
Merge build info and other performance metrics into Before.UI.PerformanceWidget
Facepunch base project stuff
BiomeMaterialObject updates material params in editor
Shrubbery atlas, grass resource material + tint matching
Fixed clay tint (material uses neutral grey texture)
Biome editor can sync material library tint with splat channel
Island02 AI camp improvements
- Biome colors, mat lib, TOD tweaks
- Exposed scaling options for Resource views in editor
Fixed game state trigger not working
Removal of excess best combat ability selectors
More blackboard copy fuckery
Fixed Blackboard.Copy not working. Removed stupid keystates thing
Fixed PlayerController move commands being sent twice
DataAsset logging methods, debug string prefix cleanup
Actions.SetCombatTarget uses Blackboard.Get, logs failure
Replaced all external blackboard[] usage with .Get method
Let's not play audio for RandomFXSpawner FX if it doesn't actually have audio
- UDM filtering profile hooks
- Weather FX and sound fixes/improvements
- Added Storm weather, lightning FX via new RandomFXSpawner (WIP)
- Audio manager pooling stores default reference source for each type and sets common values to default when returned to pool
- Added Navigation debug logs
- Fixed bad rotations from SetDestination face target call
- Fixed wood log attachment offsets
- Improved fire FX
TribeActivity creation tidy up
PlayerProgression AI unlock activity tweak
UnitSpawner no longer abstract because unity was triggered
tribe combat activity now has a creator and thus triggers the trigger correctly
Activity data retrieved after creation, not in base constructor
Fixed missing data in Activity
Fixed shitty activity data mapping stuff
Various Activity related refucktoring
Fixed Combat.OnFlagRemoved not actually checking the fucking flag like a prick
Player instigated behaviour only overrides autonomous behaviour
Combat State added to debug
- Fixed GoalPlanVariant.IsPlayerInstigated not being properly set
- Agent.TrySetCurrentGoalPlanVariant considers player instigation equal to player commanded (break active behaviour if the incoming GPV is either, skip score comparison)