198,617 Commits over 4,140 Days - 2.00cph!
Fixed missing requirements text in building tooltips
KnowledgeOverlay widget inherits BaseSelectedUnitWidget
Fixed ItemBar not clearing on deactivate
Removed debug
Fixed respawn objects
Stag doesn't eat meat
Deleted 56 alternate stag foostep sounds
removed main/secret branch, changes are puished to live public branch
Reduced idle module weights on some animals
Buffed wold and bear smell senses, aggression. Humans smell more
Fixed LDR rendering in player preview
Animal idle module combat flag condition + goal plan break conditions
Fixed AI designer error when removing goal plan that is selected
Added Animal-Idle module, added to all animals
Automated Windows Build #621
Removed files generated by Lua builds
Automated Windows Build #620
Deleted some more unused binaries
Fixed text chat
Hidden minimap
Now sending addiction data (and general other NPC stats if we need those later) successfully and from Server->Client. Added initial basic visual UI when hovering over NPCs.
A bit more informant debug log when in combat.
Fixed AnimationRootMotion NaN when game is paused
OnAnimatinEvent AttackHit
fixed croc ragdoll (is still shit but not so broken)
Large/small animal agent types
AI debugger decision log layout fixes
Lamp posts collide now
Added extra mission point
Switch boost to right shift
Converting NetworkEntity dirty flag mask, which didn't work with the base-10 NetworkEntityBehaviour IDs, into a HashSet that does.
Gang member list,
signalr test,
TerritoryLocationSelector uses Unit.Navigation.IsValidDestination, passing in an exposed sample radius for the NavMesh sample, and only writing a valid destination to Blackboard
Fixed bad usage of VectorUtility.GetGroundHeight and
Fixed GroupSettings incorrect default influence component type
Adjusted bear and croc territory sizes on island01
Reduced chromatic abberation
Influence is now a default component for all Groups
UnitSpawner adds influence data to the created group on spawn, using the provided territory radius
Imported google drive stats, dirtied a bunch of assets apparently
More safety for non tribe selections
added city_hex_30 prefab to stop clipping on dirthex corner
BaseSelectedUnitWidget ignores anything not in the player's tribe
Fixed null effects sometimes finding their way into combat history.