199,956 Commits over 4,140 Days - 2.01cph!
More world/island gen stuff
Added tint to water caustics
* Default NPC render group to engine default instead of RENDER_GROUP_OPAQUE_ENTITY
Automated Linux Build #16
Automated Windows Build #16
Automated Linux DS Build #16
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
Character work. Basically everything from the old character is there now, but pretty untested and probably missing a bunch.
Oops, fixing errors in pervious commit.
Not everything needs to be a MonoBehaviour - making update calls etc more visible from the main character classes that are actually running the show.
Switching character stuff to use the new network tick/send methods. Bit messy since some things still want the old Update/FixedUpdate/LateUpdate
Automated Linux Build #436
Automated Windows Build #436
Automated Linux DS Build #436
Removed force evaluation stuff from PlayerController.MouseOver
PlayerController.TickRaycast checks hoeveredInteractables.Count when dealing with UI elements
Hacky RMB usage gate in RadialMenuWidget
Forgot to reset said gate
RadialMenuWidget implements IPointerEnterHandler, IPointerExitHandler for more robust handling of click-to-close
Social Need + Energy part of collabroation/socials scoring
UI manager, added bag UI toggling to B key. Removed some debug UI
Dungeon spawners updated to the new barricade system
Burned corpses (and color transitions in general) now actually works for corpses.
Added a modifier to Corpse that changes based on the state of the corpse. 1 when Fresh or Skinned, 0.5 when Cooked, 2 when Burned and 4 when Rotten (decays faster then).
door barricades are now two sided
Changes to stat manipulation
Hacked a fix for weird compile shit
WIP on mini map changes
Hex visibility
Moar stat manipulation tweaks
When a corpse is removed from the fire, we should probably stop the cooking process.
We can now actually remove a corpse from the spit-fire, and have it carry on the shoulder again.
larger barricades prefabs / military tunnels update
Moar combat AI modules to make animals avoid fire and people avoid unarmed combat
Updating sewer and tunnels, military tunnels, mine tunnels with Environment volumes and Water volumes where necessary