201,397 Commits over 4,171 Days - 2.01cph!
Added Unit+Animation
Unit cleanup, moved Senses init stuff to InitSenses()
Added animation callback for PickUp
Moved animation event reciever to UnitView, forwarding up to Unit. Also made it generic (passing string to use for lookup)
Started reworking shield effect, can now take multiple hits
test fix for ragdoll spazzing
Fixed missing reflections and stars
Generate all possible rivers, then select the longest ones
Ferns no longer suppress bush placement in forests (they should really be spawned with the dynamic decor system anyhow)
Optimized dynamic decor by making the layout of the spawn patches a bit more sane
Added head senses object creation back in
Added hearingFalloffCurve to UnitSenses (not being used yet, only to test DiscGraph handles in HumanEditor)
Human male tweaks
First pass at stag sounds
Don't play player flinch sounds for now (so we don't have manly grunting females)
worldmodel prefab for the bone club
tweaked some animations for the bone club viewmodel
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FOR FUCK SAKE pirate textures
updating metal plate helmet textures/materials
Fix for shield special override
updated plate armour textures/materials
Forest, hill and lake tweaks
World performance optimizations
Added keyframe in shield anim
Randomize river width along the river path
Increased LOD grid cell size (perf test)
Weather override console commands take floats
Consumables now destroyed after their action chains have finished (which is crap, we need to send effects to the agent and destroy the item itself on consume)
Added Unit Behaviour stuff to the Entity View
Cleaned up human max file a lot, saved out all non-skinned assets to seperate source files
Setup up the right hand celeb player to have its own camera
Changed camera cull and toned down screen shake on rockfall in WW
Exposed specular color in water material
Made water and terrain wetness specular highlights non-nuclear
Updated front end char select
Character Select Camera prefab added
Switched shader on jetpack smoke material
Latest shield changes - now above net, needs 3 hits to break
FloraGroup cleanup (removed the tinting bools and all related code)
ZoneSeasons sets _Tint color on flora prefabs, not _Color
BeforeEditor tinkering
Lion-El forehand dive & events
Fixed Before/SpeedtreeBillboard's scumbag inverted vface causing bad normals
Fixed transmission set to const
Added simple sound manager and some effects for when powerup is randomising
fire does more damage
fire slows down
fire has light
fire has different sizes
fixed supply drop dropping too many mining quarries
supply drops drop more survey charges
fire rocket travels the same speed as the basic rocket