201,418 Commits over 4,171 Days - 2.01cph!
- Added a start room to asteroid tileset
- Setup asteroid level generation flows
- Game starts straight into asteroid tileset for now
Note takes one paper to craft, 10 seconds
Paper takes 10 seconds to craft
- Reworked Block_Gate prefab slightly to match others
- Added spawn locations to asteroid test rooms
- Asteroid gates now function correctly
- Rebuilt asteroid tileset/scene
Removd google csv importexport
human quit current task anim and rabbits are easy to get close to
added human trigger quit
made animal eating have longer transition time
Added more tutorial items.
Added Alert Flag
Fixed perception calculations (nothing to see here...)
Watch towers and Ruins LODs/COLs
airfield work backup
Test to improve spear throwing responsiveness
alert!! animator setup for animals
UnitAttachments no longer require a rigidbody, updated UnitViewUtility importer, re-saved prefabs
Fucked up the UI to make petur angry
humans without attachment rigidbody or fixed joints
Increased perception range a bit
Updated race mission
Added text chat
Merge 'File path sanity checks now ignore the game's install directory'
Automated Linux Build #13
ladder volumes, lod vertex alpha transition fixes
airfield work backup
Automated Windows Build #13
Automated Linux DS Build #13
Removed DecisionPlan from the codebase
Added break conditions to GoalPlans, evaluated on SimTick
Basic Google Sheets importing
CraftTime, CraftAmount, Stackable, UnlockLevel, UnlockPrice set via Google Sheet
- Setup enemy definitions for area 2 enemies
- New enemy pack for asteroid tileset
- Added loot components to area 2 enemies
- Asteroid tileset now spawns enemies
format ownership to display one decimal point if needed
updated craft times to be sensible for all items
Merging 3000 meta files from main
throwing objects no longer blocks sprint
added inaccuracy when throwing while sprinting
Fixed commands modal firing gamespeed events when not open. duh.
AI tweaks
Time controls fixes