19,298 Commits over 1,614 Days - 0.50cph!
More projectile stuff, bow shoot ability groundwork
Unnecessary mesh in this prefab.
Atlas and parts for violent impact spray.
Secondary fx blend style for comparison. Maybe better.
Blend improvement
Crunched the new textures down to nothingness.
Missing prefabs.
Final polish and added the FX lineup to graybox scene.
Gave player goals some special treatment in Agent+Goals.
-removed useless function(leftover from attempted changes)
-dbl click breaks follow.
Making combat code a bit more generic and sensible
Removing some dead goals and actions
VicinityEffect tweaks
Fixed StatCollection.AddStatMinipulator always outing a null stat modifier
Standard terrain and terrain-blend support for 8 splats
Fire Threat must use an Add Stat Modifier for the modifier to apply (bug in Percentage Stat Modifier handling?)
Fixed 8 splat null refs; Removed heap alloc in AO; updated AM
Fixed AO overdarkening screen top
Combat ability tweak stuff
CombatAbilityParameters tweak
item mat refactor wip
clutter moved from biometest to graybox
human female items and extra bones to change proportions
latest because I couldnt work out how to get on with shelve when I changed data after shelving
Player settings and default cursor
-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
Moving combat abilitty files
AnimatorParameterAttribute/Drawer
Some tweaks to Unit / OnOtherUnitRemoved logic
Added consideration for aggressive targets
Fixed bad filenames and missong consideration in ProtectSelf Goal DSE
Action.AttackUnit now handles combat ability choice and Unit movement internally
Projectile bullshit
Some item pickup/entity physics fixes
Projectile attack uses animation callback, ddded "AttackFire" events to human bow and throw anims
Edited all atmospheric pieces, removed 1 & 7
Fixed trail renderers destroying item views
Pick new attack every loop of attack execution coroutine