200,010 Commits over 4,140 Days - 2.01cph!
hopefully fixed collection was modified error when someone leaves the tribe
it's now game over if your whole tribe is dead or disabled
Hunters will no longer pick up dead people and try to cook them
Fixed research choice unlocking things immediately
Did some dumb things, fixing them up to make sense here. Also discovered why King Of The Hill UI scores broke in the first place - it was a bug with empty strings in the networking system. Tried to do a proper fix, but ended with a workaround fix.
Research stations now their own data, no longer saved in GroupProgression, allowing for multiple concurrent research choices (the fuck was I doing at 2am)
Version++
Removed changes that failed to fix Dormant bug.
Fix for entities potentially being hidden by fog when they shouldnt
Removed ancient code to ignore multiple position ticks that were received in a single frame
Fixed server / client time offset corruption when receiving ancient entity ticks (e.g. when having both AI dormant + network caching enabled)
Added IsCannibal bool to Ecological Parameters.
Animals will now only eat corpses of other animals if starving or cannibal
squad editor wip help prompts
Research mehanic uses the fullscreen progression window, takes layout from Unlock defs GraphRect, which can be editor in Before/Progression Designer (WIP)
Research is global again (the fuck was I doing at 9am)
Progression window positions nodes using their editor graph position
Added Research unlock method to UnlockDefinition
progress backup
compound scene2prefab
expose progression layout rect multiplier (to account for size difference between the two graphs)
Added game event utility to debug tools (under new utility & gameplay tab)
Added game_event.trigger console cmd
ai_dormant true by default
rat sleep anims are better
removed Animator.speed = 1f / Unit.BaseView.transform.localScale.x
Placeholder wetsuit art (missing female version for now)
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Raid AI now enables animals to find the player's units even if out of sight range.
Rats have stats now
Fixed an oversight in UIElement component state caching that would cause pooled elements to cache additional components and not manage their state correctly
Unit eye color/size control in debug view
Progression window zoom/pan and improved layout
rat mesh polish
rat idle polish
added anim events to rat attacks
adding pulse to the career button
updated help prompt