201,333 Commits over 4,171 Days - 2.01cph!
chainsaw wm fbx + lods/prefab
chain mat adjustment
Updated ASE
Updated Facepunch.Steamworks
Removed Squiggle
Removed HBAO
altered the chansaw prefab lod method
Various animation stuffs for weapons.
Messed with the standard reflection probe.
https://youtu.be/lbnoG2dsUk0
Log warning with workshop ID when skin download failed / timed out
more jumper/leaper unit experiments
Clientside ragdolls of NPCs will properly inherit material override
Serverside ragdolls of NPCs will now properly inherit color and material override
Added CNavArea.SetCostSoFar( num )
Updated kb_act.lst
Disable unit IK when in a vehicle
Unit.CanSetParameter returns false if the unit's view is culled
Take from dispenser action cleanup
Unit.Animation.CanSetParameter takes AnimatorControllerParameterType, only ignores triggers when the view is culled, always sets other param types (int, float, bool)
UnitView FaceTarget and TurnToRotation methods gated by IsCulled
More info for print_skins
Corpse refactor to allow enabling and disabling interactions based on corpse state instead of the whole dispensable.
@billowe editor code pls.
Testing less aggressive animation call culling
Fixed role selector getting all fucked up by UI optimsations
Humans will always sleep in their home building if they have one
Ai tweaks
UnitSettingsEditor NRE fix
Quick n dirty CorpseParameters validate to make sure we have entries for all interactions, defaulted to all states
Corpse dispensables editor exposure
Editor shows corpse interaction info in the interactions themselves now.
Provisional data for all corpses.
Fixed MRE in IsWithinPerceptionRangeSettings
testbox has Wolves
Carnivore AI WIP
Loot panel fixes
Shotgun trap container no longer small stash
Phrases
Network++
General stuff, fixing bugs, mostly ordering issues.
Proper rusty/iron/steel longswords with mats.
Item icons for the variants.
Fixed starting shield not being visible when game starts
Fixed issue where repeatedly equipping and unequipping a weapon would stop the weapon from appearing
Sword variant stats.
More icons.
Preview renders for lots of stuff
Zone bounds uses navmesh style volume editing, button to copy the volume to the navmesh for the zone
Copy size from NMS, fuck editing two volumes
Fixed remaining issues.
Manifest.
Zone bounds fuckery (hi Tlean)
Cave prefabs were on the wrong layer.
Fixed motor ending up in the wrong scene, which was also meaning NPC damage didn't work
Terrain triggers to trigger layer.
Maincam reflection probe tweak test.