134,057 Commits over 4,444 Days - 1.26cph!
Fix for UIBackgroundBlur grabpass being offset.
merge from /train_tunnels_new_content
updated tunnel entrance bunkers - a, b, c, d underground volumes
Hitch & trough can now be placed down narrow triangle passages
created some demo layouts of the underwater labs
Code review: Fix comment wording
merge from train_tunnels_new_content
merge from /rock_formation_medium_b_terraingap
merge from /rock_formation_b_anchors
Final art for the bottom stairwell 360 pieces, dressing
Set up correct crawl speed
Fix incapicated gesture, make CurrentGesture nonserialized
More crawling code, getting to grips with the whole player model system
Move modelstate initial params to one place, in the constructor. Set up crawling state
WIP PlayerModel code, some renaming
Fixed the borked post exposure on biome profiles.
Few other related tweaks.
Bug fixes, deleted temp files.
Don't show loop button while recording a shot
Don't allow input on playback controls while recording a shot
Hide keyframe tracks when a shot isn't active
Hook up a new BeingLooted flag for players
Reintroduce ServerFall for incapacitated players. Still WIP
Removed server fall from wounded state. Initial work on crawling wounded state. Initial work on having two variations of wounded state (crawling vs. lying immobile)
New "downed" model state, basic hookup of the downed animations in the animation controller
client compile fix for new Reloading ai event.
BaseNavigator can now use SetDestination or CalculatePath. Added ai.usecalculatepath to toggle (defaults to false for now)
Added ai.pathfindingIterationsPerFrame.
No longer attempt to place 80 (!) countryside tunnel entrances, taking 155 seconds
Detail greybox models for underwater labs
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (Scene2Prefab)
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (code)
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (prefabs)
Fixed some jitter matrix issues.
Updating dungeon grid test scene
Fixed error update in GenerateDungeon, leading to incorrect corridor end positions
added Reloading AI event.