193,337 Commits over 4,079 Days - 1.97cph!
Destroy non-pooled entity views
Added entity view pooling
Dispenser interaction state cleanup
SmartObject interactions will use the default position group where no positional data is defined for the given InteractionPlan (where no default has been defined, it will use the first group). Changed error related to failed attempts to find positions for an interaction to spit a warning instead, and only in the editor.
Fixed Hunting Station preview mesh not showing up (was offset by prefab xform pos)
Nuked some old UI prefabs
reverted UI_WorldMap_Mat.mat
fix for movement/trajectory glitch when switching move/attack modes after moving a unit
updated attack trajectory colors
update move trajectory
update smoke texture / particle
fix VS text fading back in on intro anim
First pass iteration on new aim code for Scientists.
update move trajectory offsrt and color
Fixes to decay / repair.
Repairing construction state starts automatically when decay starts.
Dispenser fixes, depletion when out of season
Made depositing items to a building being repaired actually repair the building
Repair WIP: construction requirements get populated from destroyed items.
reworked movement path point generation
[D11] [UI] Reverted a change to bootstrap in order to preview changes
Fixed game event removal causing errors
[D11] [UI] Progress on fixing small graphical errors on Belt bar in new Console port HUD. Work-in-progress. - [D11] [UI] Progress on fixing small graphical errors on Belt bar in new Console port HUD. Work-in-progress.
[D11] [UI] Started on updating the notification banners on the bottom right HUD. Work in progress.
Improved ragdoll creation
25% chance of playing movement action cam.
40% chance of playing attack action cam.
Never play two back to back action cams regardless.
Fixes.
NPC improved firearm usage when standing up from being ducked behind partial cover.
Initial bar bones prefab, controller, folders, rig and anims
HP and resistance values on huts
Building preview mesh pooling
Changed durability multiplier to make buildings decay much more slowly.
Global building durability modifier is now 2.
Increased base decay rate to balance above changes.
Decay now takes some time to start.
Fixed weather change events not being invoked when setting the weather via debug.
Game events have start/end times, history tracking for event types
Decay editor exposes weather type, for easier balancing
Fixed weather system using next weather's duration instead of current
Added storm event, removed storm from biome weather settings
Added SeasonWeatherParameters.CanRepeat, which controls whether weather can repeat randomly
Fixed Pause UI /game over screen bad text alignment
JobDef.Verb replaced with Noun, the name itself is the verb (kept present participle)
Post auto-exposure turned back on
Character in, T posting around
NPCs stick better to the ground (and floats just above it).
Some more NPC cleanup.
Idle voices should now work properly.
Added the rig, clothes etc.
[D11] Fixed editor crash when selecting to build Win64 Debug Server from the menu, and added console client compatibility. Additional file-type support added to the asset stripping test.
NPC load balancing improvements.
NPC cleanup pass.
NPC movement now ticked via repeated invoke, not load balanced tick.
Added raycast blocker to unit list widget to prevent messy interactions around the top of the screen
added BuildingTest to probuilder scene with some modular test wall prefabs