200,668 Commits over 4,171 Days - 2.00cph!
Updated speed trap display
Added more mission points
Skill unlocks progress
BuildingTypes, ItemTypes and ResourceTypes now use Definitions
Unit sound pitch is now adjusted on the mixer via AudioManager.OnGameSpeedChanged
Static doors prefabs (unopenable)
Minecart wip
Plugged plenty of holes in my meshes
Military tunnels scene work backup
fixed player shakiness after reaching certain size, replaced font for chat and player names, players now removed from leader board after dying, added camera lag, and various other fixes
Cam orbit fixes
Merged from main
Added whatsnew.txt that gets auto opened with the folder
Added a few innocuous workarounds for glsl challenged drivers (glcore); touched relevant shaders
FOR FUCK SAKE water shader/mat/texture
FOR FUCK SAKE fix some stuff in the rotorz tile/ rebuild tile/room
Removed unnecessary pitch modifier from Audio
Lighthouse texturing progress
glsl workaround for rivers
Very basic global sound cooldown
Implemented skill gain based Item/Building unlocks
Added UnitProgression, GroupProgression components
TribeStartArea applies starting Stat values regardless of the scene being played in editor
remaining pre-merge fixes
Various editor and item/building data tweaks
Hooked up item/building discovers to the progression UI
Fixed a few NREs in Desire types related to Definition comparisons
Desire.Reset clears descriptive text for re-use
Shader revert because rocks, and manifest.
PlayerProgressionWidget fixes, data tweaks
More audio cooldown stuff
Reduced camera orbi speed, made it work better with the low speed exaggerated rotation and added pull back on stick to immediately rotate 180
Merged "right stick camera orbit/pull back for instant180 rear view" to main
Effect Triggers can now be disabled for debugging
Hotfix for the death loading hang.
Train track biome tinting + some albedo brightness tweaks
Vital and Need.CurrentValue setter clamp removed, using Mathf.Min(value, CappedMaxValue) instead
Need/Vital CurrentValue getter is clamped 0-CappMaxValue
Progression widget timeout fix
Fixed NRE in CraftItem action, improved state handling a bit
- More ghost recording/playback.
FOR FUCK SAKE water shader/mat
!A bubble particle
FOR FUCK SAKE rotorz tiles/room
Maybe fixed the occasional red error text.
More ghost mission WIP.
Missions now autostart when max players are queued.
Fixed Senses not working due to bad restricted Item and Resource type definitions data
Rewrote/consolidated Desire weight considerations into a single type
Improved Desire support for various item property definitions
Units are much better and finding and gathering Desired items
Added warnings when a SmartBehaviour can't find a free InteractionPosition on execution
- Ghost playback fix
- Ghost mission now starts recording ghost data and stops when mission finished
- Copied race mission UI prefab/code as starting point for ghost mission UI
Refactored Desires, fixed various bugs with creation and fulfiment, improved debug display and a bunch of other shit I forgot