248,621 Commits over 3,928 Days - 2.64cph!
giddyup - merged research table into main
re-added merge stuff
finalized first pass of research table
fixed the horse LOD
tweaked some animations on the horse
drop tables for research table
Fixed drag and drop out of inventory
Fixed accidentally dropping items in the lines between the slots in inventory
Bunch of bugfixes for research table
greyout locked slots
Removed a bunch of hopefully redundant layers from the footstep detection (fixes footsteps inside players)
Disabled checksum disconnect until next month
Halving tree count (Speedtrees in Unity aren't speedy at all)
Reducing animal count
Tweak Menu timings - time layers
Moving all Unit settings, prefab and view assets into Resources/Units
- NameGenerator cleanup
- Added Human:Unit class holding HumanInfo for name and other textual data
- Added some delegates for singular unit selection to help with UI widget display
- Cleaned up Tribe and added generated unit name assignment
- TOD Tweaks
Better heightmap distortion
Fixed pseudo procedural erosion not being applied properly
Rivers and lake are actual water.
Goosey has been committing to the wrong branch :S
Faster billboard rendering. Rivers flow down instead of up. Scene stuff.
view model SMG animations
setup the SMG mecanim controller
Tweaks menu - timings boilerplate
Smoother cross blending of terrain features, prefab mountains and monument terrain requirements
- Enemy abilities now support deactivation and duration timers
- Enemy shield ability values tweaked
added torch animation controllers to swamp court to make lights flicker
Disabled overlays (for now)
Added UI overlays for end points
RPG type 3 fbx + prefab + textures + material + LODs
textured and exported fish skull to swamp court env, set up material.
- Added EnemyAbilityManager as a central point for granting abilities, to move away from enemy prefabs controlling which abilities enemies can have
- Reworked some enemy ability scripts to use new system and deleted some old unused ones
- Added AbilityPicker script as a starting point for enemy ability assignment
- WIP shield enemy ability (all booze burners get it at the moment, and it doesn't turn off again yet)
- NameGenerator improvements. All names are unisex for now.
- Skill points are now awarded from level 2 onwards intead of 1
- Added targetted enemy health/name bar to top of gameplay UI
- Made targetFinder component
- Gave enemy prefabs real Name values
Further work on Frontend UI
Huge UI performance increase
Added eraser to map
Map drawing always enabled, pan around with right mouse button
Made console history culling less terrible
- Splitting the Before Editor into partials, added NameGenerator tab
- Improved NameGenerator a lot, it's not fucking stupid now :D
- Renamed Alert to Notification (PlayerNotifications)
- Updated GSD