201,593 Commits over 4,171 Days - 2.01cph!
- Smart Object part of the SOv3 now implemented.
- Agent of SOv3 reorganized.
- Effects improvements and changes.
- Need improvements.
- Actions and Action Chains generalized and shared for all purposes.
- Added Incentives.
- Triggers improved.
- Renamed Biome to BiomeAsset
- Folded GraphicsOptions into GameOptions.Graphics (class is too big, will split to partial)
- Removed PlayerQualityControls and moved the dynamic shadow distance method to PlayerCameraEffects
- Updated GSD and GDS
- Renamed UnitViewHuman to HumanView and moved some files around in the Gameplay/Units folders
- Expanded UnitViewEditor and derived HumanViewEditor
- Pause state work
- Special enemies now get visual effect
- Enemy work
modelled and unwrapped swamp plants
- Started working on a rough introduction area
Added test vehicle model and a system that allows getting in and out of it.
Mavis special move & events
Added Elvis special move event
3rd person animations for the SMG
Fixed SaveHook path error
-added getter for Type in IActivity cause it's convenient to expect all IActivities will have a Type.
-adapted Activity.cs to provide such gettersetter.
-made ActivityManager into an event manager of sorts, so you can now subscribe different kinds of activity and be informed whenever one of them gets added to the ActivityManager
UnitView and Startup scene fixes
Hacking CurrentPopulation so it works properly in Asset Bundles
- Added new HumanMale asset, removed all old art and animation data. Setup new humanoid avatar and controller
- Fixed some UnitView bugs, and added a Setup method to assign various mesh/skin fields (will move to editor/prefab)
-UIManager listens for units, to test stuffs.
Groundwork for UI notifications
Correctly adds close up player prefab
- Fixed issue with GameOptions.Graphics not working
- Some ActivityManager cleanup
- More NotificationsWidget tweaks (destroy on timeout)
updated the mecanim to use the new 3rd person SMG animations
tweaked some settings on some of the fire sprites
Making a bunch of other fire materials emissive
Fixed NRE in GetItemOptions
Added vehicle package scripts
Updated character prefabs to have multiple points for positioning
Fixed FileSystem_Editor.LoadAll returning non distinct
Fixed selected menu items not showing properly
Item definition menu options can have conditionals, added actions, added cycles
Fixed player not cycling inventory
Fixed missing pickup icon
Candle Hat item doesn't need a backing entity
Fixed map being all sea for reduced graphics quality
Fixed server errors when cooking wolf meat
Hide clothing particles in first person
fixed ak47 viewmodel clipping
Hide serverside renderers in dropped items (editor)
Tweaked slippy dropped item frictions
Fixed escape not working properly on sleeping bag rename
Fixed selected item option button being too white when selected
Added UIWditorWindow for quick toggling of top level screens