200,808 Commits over 4,171 Days - 2.01cph!
Mavis forehand & backhand run source files
Igor forehand & backhand rushed source files
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-a new 'debugInfluenceMaps' tickbox in the Debug window visually projects influence maps atop the zone.
-influence map display is customizabler
Agent+DM will now add a new smart behaviour for the idle behaviour interaction.
-removed comment, preventing Bill shouting
Added Idle Move Interaction and DSE.
Added HSB color type
Added back ScionPP editor scripts
Added some human color params to BiomeSettings
Added Color.Variaton()
Added WeightedColor
Skin shader tweaks
Cleaned up old crap from ColorUtility
HuamnView handles randomsiation of hair and skin materials per Unit (not optimal)
rexported animals with proper skin mesh names
Fixed protocol mismatch messages being reversed
Sleeping bag no longer teleports the player, then respawns but instead uses a respawn overload
Updated topology layers
Repainted greenbox, smartobject_test, wip island 01
Spawn tweaks
Added tall pine spawn
Removed error in Resource regarding two interaction requirement (resource does not require two interactions cc ptrefall)
Added lighting normalization factor to VertexLitBlendedCustom; helps with opacity when overlit
added some new muzzleflash sprites that look more random than the previous.
added a relaxed gesture for the 3rd person rocket launcher idle
adjusted some viewmodels to have snappier aiming
adjusted some muzzleflashes to not occlude targets
updated hitbox damage scales
Weapon deploy, swing, and reload sound polish. Loot barrel sound polish.
bunch of lootspawn table changes
bone and wood armor no longer default
Rocket launcher volume fixes
Make bullet impacts audible from farther away
Increase the distance gunshots are audible from
Possible linux/sqlite fix
Updated RustNative (with linux sqlite fix)
- The player is now invulnerable for 1.5 seconds after getting hit
adding female player model max file
Optimized ragdoll bone copy
- Added a temporary flash hit effect to the playership when you lose a block of health/shield
First draft over TOD Consideration. It takes a peak hour and a time range to define what score to return.
- Health/shield bars blocks now have empty states
Added asset warmup to bootstrap (needs testing, disabled by default)
- Health/shield bars are now large and flash when losing a block
Enabled read/write on concrete wall meshes
Idle Behaviours should be able to trigger even when there's no other decisions to be made...