198,711 Commits over 4,140 Days - 2.00cph!
Updated various portions of the terrain system plus new foliage system
Using Facepunch.UnityEngine
wip event triggers to automatically disable the various help prompts when completing the actions
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residential buildings COLs
scene2prefab
removed IsAttacking conditions from movement mode AI because it's only true when actually hitting an enemy
Moved target observation to highest priority
residential buildings LODs
Building material variations
Compound scene update / scene2prefab
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ForceWipe now deletes PlayerPrefs too when triggered.
Made the whole help prompt a button, as well as the X.
Help prompts now close when clicked, and save (to not open again in the future)
Setup some help prompt IDs
Limit crafting queue length to 8
More sane upper limit for how many items to craft in a single crafting queue entry (limited to item stack size, 10 for unstackable items)
Subtracted
26423 (EAC SDK update)
Got gangs to serialize and deserialize correctly to clients. Gangs were overriding their NetworkEntityBehaviour ID with a custom gang ID, which meant the server wouldn't match the client, and the deserialize mask would stop it deserializing. Moved the gang ID to a separate var.
Gang warfare mode fallback for scenes with no gangs
Got gang safes working as they used to
Join gangs correctly, spawn in gang buildings
Gang warfare test mode mostly working
Working on adding a gang warfare game mode for testing gangs
Fixed underwater ocean rendering glitch when looking up
Wearable prefabs to units layer
Added DynamicDecals
Combat hits cleanup, decal assignment
Fixed menu clicks not swallowing input
Working on getting gang support back in
Settlement creation basics
Fixed vitals getting bad values on startup
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Last few stats editor tweaks for now
Exposed aggro ranges in CombatParameters and made them more reasonable on a few units.
Made some fixes to UnitIsBeingAttacked and the associated parts of Combat.
Added IsAttacking condition and used it to gate movement mode AI.
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fixed threat calculation taking self and target into account more than once
Cleaned out most of the old AI and stats.
Basic implementation of fleeing calculation.
Help prompts will remember their closed status and not show again (when i get the buttons to click!)
New career saves start with 2 random mod slots in your inventory.
More help prompt prefab / code / setup.