199,570 Commits over 4,140 Days - 2.01cph!
dodge without root motion
Correct position for rat on stick.
Cooking on stick AI enabled (but you still have to manually skin the corpse)
Fixed player label in HUD for clients.
Added "Soft Camera" Fade toggle and Factor to soft particle shaders
Fixed soft particle shaders not properly fading against water surfaces
Role possessions requirements are now defined per-level. Requirements from the previous level are removed.
Role levels apply stat manipulations
Settlement levels define tribe-wide possession requirements
Settlement level requirement check logs
Removed possessions importance value
Item type enum gen, more roles def editor
Removed duplicate ListComponent since it's in Facepunch.System
Bandit town scene progress
added swamp tree greyboxes
added placeholder swamp material
Swamp placeholder material update
Add existing people to the first settlement when it gets created.
Settlement level 1 requires hand axe.
People now cook stuff on stick.
Renamed "replacement" settlement level possession reqs
Player controller selection tweak to hopefully fix info widget not always displaying
Fixed Roles component adding possession requirements for inactive roles when the level changed (i.e. on init)
Improved junkpile scientist behaviour through new sensory system ++.
Fixed settlement level possession reqs not creating desires
Fixed unit info widget not showing properly when selecting units
Added some API for settlement inhabitant joining/leaving. Units now have Settlement level driven possession requirements added/removed approriately
Further NPC sensory system upgrades. Target detectibility (fov, noise, etc), Gun noise +++.
added ignores armour text to unit panel prefab
"Ignores Armour" now toggles correctly with attack type.
standardised attack name formatting.
info panel prefab tweak.
Fixed particle addsmooth + cleaned up a couple others
Settlement radius now has a global bonus value which is calculated as more buildings are built
flipper attack description.
removed unused UnitHoverPanel prefab
Containers can now be restricted to the first entity type that gets deposited
Added container persistence data
wip targetting/unit hover bar rework
People will now fill storage baskets with berries from their handbaskets when possible
Better settlement level 2 conditions
More NPC sensory system work. Better control over tick rates for the systems involved ++.
Added Texture set plastic pipes
Added textured WIP cloning vat model
Laboratory in military tunnels set dressed
linux builds don't use sys freeimage
fixed a bug in AttackUtils with damage calculation min/max not taking armour into account correctly.
wip multi-target attack targetting stuff.
Unit group join/leave cleanup, NRE fix