8,451 Commits over 2,131 Days - 0.17cph!
Revert to 2017.1.0f3 to fix issues with particle systems and UI.
Setting up doors to work with new system.
Slowed down NPC ladder climb speed
Merge ladder updates into Paul's branch
Composite ladder nav working. NPCs climb ladders on city maps!
Working on ladder support NPC support for composite (multi-part) generated ladders
Cherry pick merge in some extra changes so the bootstrap scene gets made active reliably
Adjust ladder climb speed
Less frequent character vis checks
Include far clip plane in inview check
Changed how busy inputs work. Pie menu interactions worka bit nicer now.
Player now looks for Interactable not IInteractable
Reduce raycasts for non-visible character checks from 3 to 2. Seems good enough
Improving character visibility system on the client
Fixed character visibility calculation issues when objects (like streetlights) has colliders a little bigger than their visible meshes
LODBias on 4 still has too much pop-in really. Just putting it right back up to the original setting of 5
Removing tanget calculation is ok on building shader. (it was for world space normal maps)
Reduced pawn shop payout from 75% to 50% - Mainly because it generally means less inventory-filling cash values.
Merge Pawn Shop into Main!
Put LOD bias back up from 1 to 4. The whole game seems pretty geared towards to the LOD multiplier that was set
Added normal map support to the building shader for Paul
Chimney prefab supports LODs
Edit default config to also set LODBias to 1
Change LOD Bias from 5 to 1
chimney and ladder updated
Ladder LODs, and switch ladder code orientation to match the ladder model.
Fixed a couple of NREs that drug zones were throwing in this branch
Adjusted ladder movement and slowed down climbing up speed