12,959 Commits over 2,619 Days - 0.21cph!
Added a carrying animation for units
Vending machines now dispense sodas
Fixed NRE when equipping clothing
More route stuff
Fixed some search issues in the entity purchaser
Toned down animator culling
Can no longer equip a weapon that blocks the offhand if you have an offhand item equipped
Can no longer equip an offhand if you have a primary weapon that blocks offhand
Fixed not being able to equip tools in Primary Slot
Exposed a valid Categories field on DropMe, primary slot can take Primary and Tool, secondary slot can take Offhand only
Menu backdrop is now randomised
Contracts can now offer free props
Initial fitout contract can now be completed without spending money
Passengers now sit at the dining booth
One shot need replenishers now trigger a Use animation
Optimised and cleaned up unit visuals
Added in all of the skin/clothing colour combos
Mesh combine attribution
Background music system + Audio directory cleanup
Fixed some panel faders and made a quick setup tool for panels
Better music transition when quitting a game
Button click sounds
Fixed bad audio transitions while game is paused
Baked the city blocks together and shrunk the textures
More city backdrop stuff
More panel fading
Corpses should now detach from a spit once they have been fully consumed (no more items to dispense)
Fixed missing stranger AI field in GroupMember on Human
New RPC conditional - IsActiveSecondaryItem
Moved some shield bash logic out of BaseMelee into BaseShield
BaseShield now derives from AttackEntity (since a shield can now attack things)
Exposed an ImpactSoundDefinition field for when a shield bash connects with a target (just put the regular wooden block def in for now, sounds ok)
Exposed bashDamageTypes on the BaseShield to control how much damage each bash can do (38 with 7 variance right now, same as sword)
Basic shield bash implementation
Fixed being able to click accept/decline on a new tribe member pop up before it had finished animating in (pretty sure this was causing the soft lock when accepting a new tribe member)
Shields have an exposed ImpactSoundDefinition that gets played when the player blocks an attack
Hooked up Block-Wood to the current test shield
Potentially fixed impact sounds not playing when getting hit
Added Urban City Set, WIP city biome for background
Hooked pick up animation into pick up rubbish action
Interaction points can now declare a animation type and string
Scale changes, multi-apply prefab tool
Reordered passenger init
Merging equipment_slot_rework
Updated Data.dll with new primary/secondary containers
Hopefully fixed the weapon disappearing bug
Reduced belt size back down to 4
Ran CodeGen to make new button input work
Updated PlayerInventoryProperties so sword, shield and staff start in the correct equipment slots
Q to swap equipment sets (not currently working, code is setup though)
Some belt stuff
Reverted the spell commit from yesterday
Lowered bravery stat to +10 so rats will attack people
Disabled wander to territory while raiding
Fix not being able to equip spells in offhand slot
Attempting to make equipped items update automatically after being equipped
WIP weapon switching work
Reverted threat reduction on raiding effect
Raid goal tweaks
Exposed a required Progression Tier for each raid spawn set, locked rats to Shelter tier and locked wolves to Equipment tier
Made rats omnivorous and added the animal combat module
Raiding units now get bravery buff
Fixed the misaligned text on the progression unlock popup
A few asset store packs + full github recheckout
Added a primary equipment and secondary equipment ItemContainer to PlayerInventory
2 slots each
Reduced belt size back down to 6
Updated Inventory Menu to point to the new containers
Saves now store a screenshot
Deleting a save file now deletes the screenshot
Reworked raid interaction system, units can now keep performing appropriate interactions once they are in the camp (they'll keep eating your stuff if you don't fight them)
Can now specify a min/max number of units to spawn per unit type
Reimplemented some interaction target raid logic, raids can now look for things to eat and go and eat them
Added rats to the raid list, rats can go into camp and eat your food
Defend ally logic can now be triggered if an ally is being attacked (was previously only triggered if an ally was attacking something)
Defend ally logic now sets the combat target to the unit that is attacking the ally
Reworked raids from a desire into a group component
Increased belt size to 12 (to cater for the primary/offhand slots)
Added an ItemContainerSource for the primary/offhand equipment slots (points to belt)
Fixed requiredEquipmentSlotType on DropMe not working for non-wearables