255,067 Commits over 3,990 Days - 2.66cph!
Considerations for Ally, Rival, Friend, Foe, Love and Hate.
FOR FUCK SAKE playership prefab, setting up loop/prewarm on shield particle
Moved invulnerability effect triggering to code
Rebuilt player prefab, linking to Invuln effect
Enemies will no longer move to within 300 units of a door when the player isn't in their room
Halved the health of all turrets
Rebuilt prefabs
Make pregnancy and baby age use DateTime and tick more often than OnDay.
Network conversion in progress
Fixing/hiding a few warnings
Broke the camera I think. Reverting to the original.
Starting conversion of car scripts to use the networking system
Removed some debug state behaviours
Restored missing attack state behaviours
Moved project trajectory calc a bit so it's easier to debug when things go wrong
Compile fix
Projectiles use fixedDeltaTime
Combat debug when calculated projectile velocity is nan
Debug logging in ItemActions
Removed some missing components from TOD prefab
UnitAttackState state machine behaviour, callbacks and timeouts in combat reworked
HumanController.Combat attack state transition consistency
Animation debug logs for debug selected units
Fixed NRE related to tooltips
GPV slot debug doesnt require decision logging to be enabled
Foldable combat ability drawer
Added a Dummy spawn to testbox
UIScreen requires a CanvasGroup component, UIScreen.IsActive setter no longer calls gameObject.SetActive, instead uses CanvasGroup
Added IUIElement interface, for parent UIScreen assignment during UIScreen init
Tooltip is no longer global widget, each UI screen now has
Fixed potential NRE in WeatherWidget.UpdateText
Disabling scene save hook that updates list of valid game scenes
Testbox is default game scene for now
Rebaked Navmehses for testbox to match game scenes
Debug overlay fixes
Killing warnings (unless they look relevant to recent work - i.e. Building editor) by fixing them. Making it easier to see if *I* mess something up.
Killing warnings from TOD plugin. Figured "that shit" out.
Splitting vehicle controller out into a generic vehicle base plus a car-specific subclass. Fixed missing shader ref on Bloom.
CorpseCreator logs error when Item has no corpse component
Fixed Item "Generic Corpse" not having the Corpse component
Blocker is now on blocking layer
Fixed Sleep Time
Tweaks to Sleeping and Breeding
tweaked some weapon ranges and procs
Combat Ability selection tweaks
Things now show up in the data browser again
AI Designer can now filter module list by a selected Unit and displays module listing in the editor sidebar.
Also a bunch of other misc editor fuckery.
apparently I made changes
absorb update 2 -- 9/02/16