193,229 Commits over 4,049 Days - 1.99cph!
We now spawn navmesh on adjacent cells to npcs as well, so that they don't run out of navmesh.
Basic fists damage working + extra stuff
You don't really need to aim down sights... of your fists
Fixed some exceptions when disbanding a party
Fixed hunting collections destroying themselves when down to one unit (exposed a setting on UnitCollectionSettings)
Added a hostile check so you can't invite hostile units to a party
NPCs slow down when going to get drugs, if they were previously running
Merge trunk latest into Drug Sell Zone branch
Bear improvements.
Scene stuff.
Better movement/spacing logic for parties
Merge drug sell zones into trunk. Will need a UI update that I'll do in a minute...
Scene stufff
Layer fixes
Torchlight prefab and fx
Cleaned up and refactored a lot of the new party/collection management logic
Less terrain blend stretching
Cobbles don't sound like gravel.
Swapped fine gravel splat for cobblestone
Dragon behaviour and materials
Add input.SelectWeapon( wep )
Some hobgoblin AI and material polish.
Underped skeleton npc behaviour
Some better class naming for central ai systems
Wrapped NavMeshAgent with some safeguarding around dangerous functions/properties.
Some basic logic for party combat, still pretty janky
Scene stuff. Prefab tweaks.
Ground texture scan branch
reputation system baseline, ui bits
bradley normal map fixes
bradley emissive fixes
bradley LOD fixes
idle sounds
engine exhaust