200,682 Commits over 4,171 Days - 2.00cph!
Added vehicles option to game mode, and destroying vehicle at end of round. Although I need to deal with the wreckage issue.
Got rid of vehicle wreckage at end of round
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NPCs don't generate ragdolls at end of round anymore either
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Added an onKeybindingsChanged event to GlobalMessages, updates string displays when invoked
Got payer characters to de destroyable without ragdoll etc as well.
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Sped up casting progress bar so it could keep up with new spell speeds
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Scene.
Asset nav exclusions.
Casting and null checking of the action in the callback in ItemAction.
Logging if it fails.
Various spell & anim improvs.
Scene
Moved Go To Smart Object out of SetDestination and into its own class.
Updated loads of data with the new action.
Added spaces to DataAsset logs.
residential buildings update
texture sets added: windowdoor_wood/ windowdoor_conc
compound scene2prefab
More spell stuff.
Manifest.
Good shit spell stuff
Scene
Spells
Added multi-vectors to the physics force script.
Gravitational Orb WIP
Less obnoxious hit marker sounds
Defaultinventory changes
Enabled gpu instancing on a couple hundred materials
Scene
Cone spell collider fix.
Proper underground HDR test
tweaked igniter anim
add burning trap model/mat /texture
fixed unit squad button death particle sorting
Team vs team assets
Scene
Added deferred mesh decal instancing
Team equipment
Scene stuff
Manifest
Various combat arena related.
Gravity spell WIP.
Hud improvements.
Other minor things.
Reworked some logic in PhysicsForceCurves to use non-allocating physics and use local forward/up when calculating directions
Spell casting now uses the cast and release animations
Added infinite mana cheat
Fixed item tooltip leaving some weapon stats on if mousing over a spell immediately after mousing over a weapon
Added support for custom loading screen images for game mode.