193,003 Commits over 4,049 Days - 1.99cph!
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FOR FUCK SAKE unit prefab
FOR FUCK SAKE fix ghost stencil sorting issue
FOR FUCK SAKE fix missing material.....?
thrown rocks will now actually fall to the ground
clear combat target also clears kill desires
Basic somewhat janky implementation of hunting in area
Added in game, updated TOD
junkpiles block AI movement
junkpiles actually sink all the way into the ground before disappearing
People now go to a desired hunting area (but don't do anything yet)
Rocket factory building / interior texture progress
Events now get fired properly. Now have different event scheduling options.
FOR FUCK SAKE more shader tweak
!A implementing Diogo's ghost shader stuff
FOR FUCK SAKE unit prefab for ghost stuff / unitview scrip to assign team
JunkPile timeout check uses Unity's invoke because of its long repeat time and since it doesn't use CancelInvoke
Removed this. from all invokes as they're no longer extension methods
ListComponent now uses a ListHashSet instead of a List (better remove performance)
ListHashSet implements IEnumerable and has index getter / setter
ListDictionary implements IEnumerable
Moved InvokeHandler to plugins
Made InvokeHandler methods part of FacepunchBehaviour rather than extension methods
Finds and invokes actions that should've happed between times.
Facepunch.System project automatically includes all its cs files (like the other plugins)
More changes to make hunt desires work.
AI for hunting in area WIP.
added paul harts new tree bark texture to trees and unwrapped tree trunks to fit it
Adding time manager and a system that manages jobs scheduled for a certain time.
Rocket factory / side towers interior and staircases
Massively improved InvokeHandler hashing
External walls block ai
External gates block ai (unless open)
Ores block ai
backup/progress
static chair prop adapted from deployable
Build navmesh async, to try to avoid consuming all server cores (slower but friendlier)
Hunt desire creation from radial