201,032 Commits over 4,171 Days - 2.01cph!
improved dodgy eyes on skin normals 2 texture
Fixed possible overflows of F1 console text buffer
Tweaked the gizmo drawing of influence response a bit to display only for selected units.
-added a ctrl+alt+b shortcut to open the data editor.
Replays use hit reach param
Some tweaks to IM stuffs.
Distance checks for runs are now per shot
Toned down Igor shot power
Better debugging of smartobject influence response. Each smartobject will now on OnDrawGizmos query the threat influence at their point.
Inventory drag & drop between occupied clothing slot and occupied non-clothing slot makes the non-clothing item disappear
Cavemen should probably not be considered a threat in the context of the SO gizmos.
Closing console executes any command entered in the text field
Only allow voice chat when wounded, not when a dead ragdoll forever
In two player mode, server now at bottom of screen
Adding tar_sand textures, tempoary oil crater model
updating hat prefab hopefully the mesh is all good.
Fixed BeforeEditorTab.CreateTypeGroups not working
Always get at least one seed from eating corn/pumpkin
Construction plan uses non-weapon lookat weights
More precise collisions, quarry and pumpjack
tweaking textures and lighting in test court scene
added new wild west alarm anims, bunched in to one animation. tweaking textures and lighting on test court environment
Minor player movement tweaks and fixes
-renamed namespace of InfiniteInfluenceMap
Updated Igor controller / config
Re-enabled dives
More accurate collisions on sphere tank walkways a,b,c,d,e,f
Updated material at the bottom of the tank, updated collision
terrain noise on sat dish
Added SelfType and TargetType enums to ConsiderationSettings
Fixed missing directive in InfluenceAtPointConsideration, code consistency pass
Renaming Consideration asset files
Sphere tank top walkways/core/storage collision accuracy
Cleaned up entity destruction routines a bit, overriding in Unit to make sure we remove ourselves and our Agent from their respective managers.
InfluenceMapEffector now derived from EntityComponent (TODO : make this configurable in BeforeEditor)
Improved list maintenance in Unit+Senses
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Moving towards supporting mask vs mask testing for influence map type masks.
-enum sweetness (looping through elements, vs manual hardcoding)
Fixed misc IM and made it work with mask vs mask.
Removed debug DDraw I forgot (whoops)
added static refineries to sphere monument