193,449 Commits over 4,079 Days - 1.98cph!
UnityWebRequest.GetTexture -> UnityWebRequestTexture.GetTexture (soon: UnityTextureWebRequestTexture.GetTexture, then: UnityTextureWebTextureRequestTexture.GetTexture)
Fixed texture / memory leak in HttpImage (+ now using UnityWebRequest)
Raycast navmesh links to ensure they don't go through stones, walls, etc.
Add a convar bool to enable/disable navmesh link generation, that it's not enforced.
Set up a convar for how many links we try to set up between navmesh grid cells.
squad editor bottom panel layout changes
Serialize cash, testing separate client and server.
squads can now be reset to their defaults
added defaults button to squad editor
instant transition to stop unit walking on water as anim blends in
enabled hip movement on swim
adding launcher WIP animation/controller etc
Player controller raycast for movement/ground layer includes water
RandomDestinationSelector cleanup
RandomDestinationSelector can be restricted to specified navmesh area mask
Tweaked swim depth test value
Fixed some foods having missing sounds when consumed
Consuming raw foods now makes the player vomit (better feedback)
Armored square foundation now uses correct footstep sfx
Updated Apex libraries (API auto-update)
Squad Editor current unit list now updates with squad load/save/change
Renamed health bar stuff to unit related stuff
added new arm mesh to rig source
SaveLoad deletes snapshots too
initial scene/script setup for squad editor current unit bar
moved a squad editor helper function to Utils class
removed unit list bounce when scrolling
More description updates and fixes
Calls to IsValidDestination on sleeping units will now fail nicer and not throw error logs
Refactoring door interaction, moving the state more into the unit than the door itself.
Turned off Ignore Carried Items flag on Acquire Materials For Fire filter (this means that if the unit is holding a branch from a previous task, it will be used for fires as expected rather than being ignored and the unit collecting and feeding the fire with one arm while holding a branch)
IsHolding on Items can now optionally check LShoulder, RShoulder or Chest attachment points as well as hands (hands-only check is the default)
A unit going to sleep will now drop or stow held items in Chest, LShoulder or RShoulder slots, prevents weird holding animations being run while sleeping
Fixed ItemsBuffer in Items not being cleared between various methods
Adding gang building door interaction
Added an confirmation prompt for quitting the game
Added a confirmation prompt for loading a game while a session is already in progress
Let units know the lot type. Commercial buildings with buyable units will be ownable by gangs, and residential buildings with buyable units will be ownable by individual players.
Updated placeholder gang building
Oops, didn't mean to leave that ridiculous LINQ conversion in
Forgot to unhide some UI stuff