198,744 Commits over 4,140 Days - 2.00cph!
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.
Fixed underwater horizon artifact
Fixed a few shader compile warnings
Residential buildings pre-LOD progress
compound scene2prefab
Only vitals can be simulated
Stats editor cleanup
Upgraded ppsv2 to latest
Fixed annoying benign glcore compile error (unity bug + ppsv2)
Before/StatsEditor basics
Corpse lootpanel alignment fix
Optimized sending of packets to players in a radius
Started laying out the new combat AI (not at all functional yet)
Targetindicator slightly taller to make it more visible on RMB.
R casting feels better.
Scene tweak.
No longer send entities that aren't in any network group to all connections (this should never happen)