193,908 Commits over 4,079 Days - 1.98cph!
FOR FUCK SAKE buzzsaw model/prefab/mat/trail/particle
FOR FUCK SAKE more file cleanup
TOD_Sampler uses MaterialPropertyBlock, must be added per object rather than refering mateirals
Projectile AH improvements
Network++
Apparently I made changes...
fixed human male item bone position (dont actually know what was wrong but reexporting and rebuilding fixed it)
FOR FUCK SAKE file cleaning
uncommented stuff + merge
Unity 5.4.0f3, parallel building again
Disabled grid gizmos by default, toggle on GridManager + DebugTools settings panel
Fixed tooltip title being truncated
- Reduced collection/UI range of pickups
FOR FUCK SAKE player prefab added smoke
!A smokes prefab
Tribe creation UI functionality and cleanup
Fixed some issues with the Unit.Wearables API
Added WhiteCat toolkit
- Added SmokeEffect slot to PlayerShip
- pickup panels are now a bit smaller
- Weapon and ability pickup UI is now only shown for 2 seconds at a time instead of 6
Fixed human damage overlay not working
Scene/prefab save because TOD scattering had a bad sky ref
New tribe create UI WIP
Human prefab updates
Can once again sprint while reloading the crossbow bringing it in line with other projectile weapons
Disabled terrain shader uvmix/far-splats unless pvt is enabled
Enabled uvmix/far-splats on terrain-blended meshes when pvt is enabled
Arid biome colors.
Added a headache to myself.
Fixed AI debugger not working
Increased timeout minites to 20
Shitty building placement FX
Unit collections parented to container in zone
Visual FX cached in a container transform
Added ScreenShake camera effect
Numerous other tidying of object parentage
Moved Machine VFX and VicinityEffect setup to init, not constructors
InfluenceGrid.Reset actually works now
Debug Tools Object pre-existing in main scene, stores gradient for IM vis
Fixed missing condition in Goto
Unit derives from TickableEntity
Fixed bug in AI Debugger (top keks) causing NRE when rendering GPV slots
EntityManager won't tick until GameManager.GameState == Game
Unit/Entity type perception cache in SensesComponentManager
Sesnes.IsPerceivable optimisations
Entity/EntitySettings to BaseEntity/EntitySettings, base types are abstract
EntityComponents that want to execute Unity's Update must impement ITickable, Entity types can derive from TickableEntity
Fixed bad property drawer in BuildingSettingsEditor
Entity destruction/cleanup gate