202,423 Commits over 4,171 Days - 2.02cph!
Removed terrain adjustment padding from prefab scenes (added to radius)
Removed from script as well
Increased nobuild zone around trainyard
More tarrain checks for military tunnel monument
Added car righting
Fixed sky shader
Console post settings
Fixed BiomeMaterialObject.GetMaterialsFromLibrary not grabbing disabled/inactive renderers
Fixed disabled BuildingView components on some prefabs...
Fixed UnitItembar UI showing items that the Unit is not holding
Split selectable indicator widget into two seperate widgets, one for hover and one for selected indiactors
Building hovered indicator shows construction progress ball
Reapply phys sound updates
Vending machine sound tweaks
Cull AudioReverbZones in PreClientComponentCull (server audio overhead)
NPC door behaviour improvement.
Updated code outside of BuildingSystem for Unity 5.6
Basic drug dependence script
Drugs work, tweaked values
Characters now face the way their vehicle was facing when they get out
FOR FUCK SAKE burner anim shoot tweak
When iterating goal plans, we now try to construct a valid goal plan variant for the current goal plan, and if that succeeds we try to set it as the new behaviour of our agent.
When picking a goal or goal plan when multiple elements scored above the given threshold, we now reinsert elements that fail but with a slightly lower score than the new top of the heap element, since we have no guarantees that a goal or goal plan has a valid path to a goal plan variant.
Added in the debug hooks.
Unit definitions can be marked as unavailable and won't show up in game and formations using them will fail to verify. Fix biter.
Goal now buffers the blackboard of it's latest decision, for use when scoring goal plans. Renamed the root function and commented out the old root function, so that the new DM path is now used by agent (for testing).
This now seem to work, but obviously needs more rigirous testing to confirm that it doesn't fuck up.
made road parts of prefabs not cast shadows
added clouds that cast shadows with animation
tweaked effects a bit
Some optimizations. Set max goal count to 50 and max goal plans per goal to 25, as allocation presumptions for the binary heaps in agent+decisionmaker + made the binary heaps shared among all agents (since they're only ever accessed within the scope of SimTickDecisionMaker().
FOR FUCK SAKE title, add test UI sound
initial functionality
fix for vending machines destroying when walls upgraded nearby
Fix for slasher slashing himself