255,859 Commits over 3,990 Days - 2.67cph!
Can now play more than one AI game in a row without it breaking.
Fixed multiplayer mode not working properly.
Version++
removed black mask from speedo masks
reduced size and removed black mask on minimap icons
Foliage displacement can select whether or not to render as a billboard on the component
Switched notification panel
Hide map markers / start effects when joining a mission
reduced size of steam icons and made mask transparent
Scene stuff
Boar and Wolf behaviour and initial rough stats
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
TTT: Replace use of 'wepswitch' command with input.SelectWeapon
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.