199,231 Commits over 4,140 Days - 2.01cph!
Updated cliff abledos with AO
Mat update
Added missing occlusion strength
added normal map for court lines, undulated grass outer mesh
re-exported grass mesh and synced its uvmapping up with grass so lightmap works on it properly. repositioned trees and roots. undulated the ground a bit. removed lights, working on light emission. added lightprobes. added normal map for court lines.
- Added Emotes to the Unit debug view
- Added DecisionLayers filtering to DecisionPlanParametersDrawer
- Added DecisionLayerAttribute to pipe in DecisionLayers filtering
Cowboy backhand anim + updated forehand meta
Pushed back river backface clipping
ReorderableListDrawer generics, interface, hell.
adjusted some animations and positions of several viewmodels so they don't clip into camera
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Automated Windows Build #79
ReorderableListDrawer fixes
fixed rockets going through building parts
Plugged a hole with the road intersection polygon bug. Tweaks.
* Fix linux compile error + merge a bunch of schweet minor clientside stuff
removed ability to place locks on some prefabs
Automated Linux DS Build #80
fixed stone world model graphical issues + physics
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Automated Windows Build #81
Automated Linux Build #81
Automated Linux DS Build #81
- Started making level skins tileset based. WIP
- Editor gui skin, styles, stuff
- Moved some drawers to their own files
Fixed Effect trying to apply stat modifers to Agents that do not have the target Stat
- Pass BehaviourPlanData to new Behaviours on creation in DM, and in SmartObject.TrySubscribe
- BCD/BPD tweaks and error avoidance
- Fixed issue with AddCompensationFactorToScore turning scores NaN when a DSE has 0 considerations
- Resourcce.TryHarvest returns bool, outs list of harvested items
- DecisionPlan.ScoreForDecisionMaking returns Parameters property of the same name
Updated dungeons with current rock formations progress
added dylan's new lifesteal effects to unity project
checkin before attempting to change the neck bone for smoother head movements
- Reduced length of AsteroidToFactory flow
- Controls purge/cleanup before splitting out to input device classes
latest data, neck now moved by head controller(can be manually offset)
Fixed recursive decision making over goals, goal plans and goal plan variants, that we exhaust all our options rather than to not reach a decision.
Fixed some issues with regards to considerations being non-existen or there only being a single consideration in our DSE.
Cleaned up debug in DSE a bit, that it's not as intrusive on the code elegance.
Fixed fog related water/horizon black line artifacts (for good this time)
Merge from Goal Improvements
Ditched GlobalGog; ToD scatter does the job
- More controls refactoring
- Branched and more control rework
River-clip/underwater fix
Removed a now useless fullscreen clear