199,327 Commits over 4,140 Days - 2.01cph!
Launchsite / fixed a small gap inside warehouses allowing bradley to shoot through
added tutorial emote text to chat log.
multi-font stuff stripped for emote tutorial log.
Prevent half height offset wall stacking
Tweaked wall secondary stability socket volumes
Added neighbour socket to low (1/3) walls
junkyard progress backup - heli parts prefab/colliders cleanup
started career mode data basics
When placing monuments, don't accept the first placement that works but instead try multiple layouts and pick the best one
Fixed indirect reflections on hair shader
FIxed NRE on decay entities without decay component
Force nav_wait to false in editor.
updated error message to tell me what to do
proper setup for crafting table
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Admire animations - adding more to DB
team and league generation.
fixtures.
league fixtures generation using round robin.
forgot to add league points to team def.
Multi unit attack command support
Added new new tracker widget
Added New build widget
Disabled singular selected unit widget
Removed craft button, pending object driven commands
muted walking looking anim because it annoyed me every time I saw it
Added instancing support to devWorldCoord shader
python skinnable
manifest
updated bunch of files
made camera movement more snappy (revert if you dont like)
Added UnityPackageManager to ignore.conf
blocking out CareerLeague.AdvanceWeek() and MatchSimulator.Simulate(fixture)
Portraits stuff, UI fuckery
Added ActiveRole condition
Split human hunting AI into its own module again
Gated Building/Crafting and Hunting modules by active role
CareerLeague.AdvanceWeek() now runs MatchSimulator on all games (currently just 50/50 chance which team wins).
added LeagueFixtureResult.
MatchSimulator now creates LeagueFixtureResults.
added a career test scene/script, hitting enter steps a week, simulates matches, creates results.
finalized semi auto recoil styles
reduced 'aim sway' on semi auto weapons
stance recoil only comes into affect when moving, or after the first shot (standing and tapping is now fine)
manifest
grenades pinpull and release is much faster
grenades always throw at max velocity (no need to hold)
Fix for dark sign painting UI (attempt two)
Fixed construction parts disappearing under culling.lodcomp
Fixed some destroyed/hidden objects reappearing under culling.lodcomp
Large cliff solution WIP.
Added human wake up logic to the animal sleep system, seems to work ok? Animals weren't waking up in testbox scenes, presumably there just isn't enough stuff to wake them up
WIP raid objectives, animals will only raid if there is food in the camp
Added some potential Unit.Knowledge optimisations
Added Blackboard.Write overloads for special backing object types which hold value types (performance)
Fixed unit path renderers lingering after deselecting a unit
Senses.GetSurroundingEntitiesFromGrid checks IsPerceptable