200,020 Commits over 4,140 Days - 2.01cph!
residential buildings COLs
scene2prefab
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wip event triggers to automatically disable the various help prompts when completing the actions
Updated various portions of the terrain system plus new foliage system
Using Facepunch.UnityEngine
dont init FoliageGrid in edit mode
Fixed disabled terrain on island1
A potential fix for the spawn issue
Undone fix testing something
Fixed terrain painting not updating
Island 1 fuckery
Added a Targeting States enum to Combat to determine what we want to do about the current target.
Removed IsAttacking bool because we already have a States enum with an Attacking state.
Added TerrainDecals system for splat tinted and biome/season synced decal management
Buildings can now optionally spawn with a dirt decal
Building placement guide uses a decal
Added back the AI for picking up thrown weapons (untested because I need that NRE fix from main)
Fixed missing components on terrains in various scenes
More decals bits
remove null stats from the Stats component (because they probably got deleted)
new career saves start with one mod of each type in the mod inventory
WIP observing targets coming to an end after a while.
Various fixes to combat AI in the aim of getting it functional again.
Fixed some effects that still seemed to buff threat instead of bravery.
More observing WIP stuff.
pass of the default squads for current maps, making them more fun and varied
Added SerialziedPropertyEx.SetDefaultValues which does what it says
Compound gate and walls first pass
Got combat basics working (at least 1v1 on nospawns...)
Add gang members properly
Bonus for current target when finding threat
Terrain decal persistence, improvements
AI : Human/FireMaking goal plans all use default curve for their process capacity considerations, which should result in much lower scores when the fire is full
fixed DSEs with no conditions in OR mode failing
fixed potential for units' threat to be accounted for twice when deciding to fight or flee
Merge from combat revamp branch
We have a problem where Gangs deserialize before their members, which means they aren't found when their IDs come though. I started fixing this by making gangs just reference members by ID, and it kinda works, but there end up being too many calls to get the member objects anyway - in effect just moving the problem around. Going to solve it a different way but saving this partial work first.