199,423 Commits over 4,140 Days - 2.01cph!
added zbrush roots and created high and low poly versions. unwrapping low poly
Fixed PrefabAttribute sometimes returning true when comparing two instances that aren't equal
Updates to Owl & Lion-El rigs
Added Lion-El death 2 anim source
updates to Lion-El backhand anim source
Updated Elvis ready face source
FOR FUCK SAKE camera prefab
FOR FUCK SAKE shader
Added camera cross fade
Build post step for update file
- Fixed bug causing enemies to not do melee damage correctly
- Fixed bug with BaseEntity not updating distance to player when not aware of player.
Fixed grass removal exploit
Special moves now trigger different ground effects
- Started refactoring movement related code. Also removed DebugStickToFloor - don't think it's used?
Stability refresh of connected building blocks notifies along both male and female links
- Removed ReducedBackwardsSpeed and MoveForwards
Wall sideways stability socket tweak
WIP BehaviourChain, IBehaviour refactoring
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- Moved movement speed modifier tracking/applying to a new component, MovementSpeedModifiers that gets added only if a speed modifier is applied for the first time.
Basic street prop spawning.
Anim viewer now includes owl
Fixed access to court friction
Military tunnels doors on grid
First batch of bunker rooms
- More movement cleanup. Removed EntitySeperator entirely
- Changes to Move() and calls
More Interaction and behaviour refactoring
Character and Level Select basic textures.
Adding missing files from previous dungeon branch
added high roots to ignore list.
Exported unwrapped roots and baked out normal and lighting. added to temple scene
added roots to unity scene with normal map and lighting map
Added shit UI to create different building objects.
Buildings now store a list of interactions flagged by BuildingStates
Building construction states are seperate from the primary state
SmartObject creates interactions properly again
-fixed IM NRE error, was caused by missing InfMap being queried straight after creation (ie. before threaded process made one)
DM now drills down through Goals until it finds a GoalPlan
Stability floating point inaccuracy fix
Disabled collision spheres in anim viewer
- Majorly reworked more movement stuff. Completely removed BaseEnemyMovement component. BaseMovement is now purely resposinble for providing movement and collision functionality, driven by new AI components or player controls.
- Removed BaseEnemyMovement script from all enemies, now just has BaseMovement
- Added the new basic enemy AI component to all enemies and transferred behaviour settings that used to exist in BaseEnemyMovement
Added stability.verbose convar (default off)