202,633 Commits over 4,171 Days - 2.02cph!
Underped skeleton npc behaviour
Some hobgoblin AI and material polish.
Add input.SelectWeapon( wep )
Dragon behaviour and materials
Swapped fine gravel splat for cobblestone
Cobbles don't sound like gravel.
Less terrain blend stretching
Cleaned up and refactored a lot of the new party/collection management logic
Scene stufff
Layer fixes
Torchlight prefab and fx
Merge drug sell zones into trunk. Will need a UI update that I'll do in a minute...
Better movement/spacing logic for parties
Bear improvements.
Scene stuff.
Merge trunk latest into Drug Sell Zone branch
NPCs slow down when going to get drugs, if they were previously running
Added a hostile check so you can't invite hostile units to a party
Fixed some exceptions when disbanding a party
Fixed hunting collections destroying themselves when down to one unit (exposed a setting on UnitCollectionSettings)
You don't really need to aim down sights... of your fists
Basic fists damage working + extra stuff
We now spawn navmesh on adjacent cells to npcs as well, so that they don't run out of navmesh.
Scene stuff
Boar and Wolf behaviour and initial rough stats
reduced size of steam icons and made mask transparent
Switched notification panel
Hide map markers / start effects when joining a mission
Foliage displacement can select whether or not to render as a billboard on the component
reduced size and removed black mask on minimap icons
removed black mask from speedo masks
Can now play more than one AI game in a row without it breaking.
Fixed multiplayer mode not working properly.
Version++
Don't send tile hover mouse events to the server when playing the AI
latest unity fixes additive animation layer bug so turned it back on
Fixed a condition I broke in the earlier refactors
attachmentpoint data for mushroom as warning was annoying
Added Entity.IsScripted
Fixed timer.Adjust erroring but working
Fixed Weapon.IsScripted's return value