19,298 Commits over 1,614 Days - 0.50cph!
Edited all atmospheric pieces, removed 1 & 7
Projectile attack uses animation callback, ddded "AttackFire" events to human bow and throw anims
Action.AttackUnit now handles combat ability choice and Unit movement internally
Projectile bullshit
Some item pickup/entity physics fixes
Fixed bad filenames and missong consideration in ProtectSelf Goal DSE
Added consideration for aggressive targets
AnimatorParameterAttribute/Drawer
Some tweaks to Unit / OnOtherUnitRemoved logic
Moving combat abilitty files
-Camera: when zooming in the the cameratarget shifts down the selfie stick (ie. reduces the change of you flying around with the camera feeling a bit too fps-y)
-Unit+Combat: pedantically made sure that more than 1 target can be removed at once
Player settings and default cursor
latest because I couldnt work out how to get on with shelve when I changed data after shelving
human female items and extra bones to change proportions
item mat refactor wip
clutter moved from biometest to graybox
CombatAbilityParameters tweak
Combat ability tweak stuff
Fixed AO overdarkening screen top
Fixed 8 splat null refs; Removed heap alloc in AO; updated AM
Fire Threat must use an Add Stat Modifier for the modifier to apply (bug in Percentage Stat Modifier handling?)
Standard terrain and terrain-blend support for 8 splats
VicinityEffect tweaks
Fixed StatCollection.AddStatMinipulator always outing a null stat modifier
Removing some dead goals and actions
Making combat code a bit more generic and sensible
-removed useless function(leftover from attempted changes)
-dbl click breaks follow.
Gave player goals some special treatment in Agent+Goals.
Final polish and added the FX lineup to graybox scene.
Blend improvement
Crunched the new textures down to nothingness.
Missing prefabs.
Secondary fx blend style for comparison. Maybe better.
Atlas and parts for violent impact spray.
Unnecessary mesh in this prefab.
More projectile stuff, bow shoot ability groundwork
Give player commanded goals a bit more power.
EffectParametersDrawer enabled again
Added VE Fire Threat to Burn Fuel process.
Changed default momentum drain rate to 0.001
-grabmove is dampened
-camera raises its height better
-grabmove reliably works when camera is skewed down (and still only initiates if you mmb on ground, as opposed to , say, sky)
-when grabmoving the camera still follows the lay of the land (ie. raises if running into mountain)
DecisionPlanParameters.MomentumDrainRate min value now 0.001