200,015 Commits over 4,140 Days - 2.01cph!
Fixed rotation spazzing when picking up units
Added no alley hex 8 variant
Fixed floor snap
Started to add heights
adding placement smoke prefab
using new placement effect
Cops no longer drop stuff when they die
only set tree meshes to no vertex animation after they have been cut down to let stump bend in the wind but not after been cut down
Fixed TutorialSettings.OnValidate lacking if UNITY_EDITOR
Fixed bad editor tags in WhatsNewWidget
update tree to not fall though floor
correct materials assigned to the mesh (was only a problem for rebuilding prefab)
Progression widget text fixes
ConsiderationSettings.BlackboardReadKeys no longer abstract
Fixed some issues related to agents getting back to normal movement after completing a navigation link.
Game no longer autoloads the last save
Clamp npcs to the ground as we are traversing a navmesh link.
Gathering for fire improvements.
Each attack definition can now specify it's own CP cost.
Added ResetMovementCombatAction
Ak, Beancan grenade, Bone club, Binoculars, D Shotgun, M92, M249, Sawnoff shotgun, Semi auto pistol, Semi auto rifle, Stone spear, Wooden Spear, Thompson - Updated to latest rig & added new arms
ConditionConsiderationSettings score is 0 if the condition failed
HasDesireSettings editor, validation
Added Booster unit.
Generated unit portraits.
Fixed some target colour issues.
further adjusted some launch site props
tagged certain launch site path nodes as 'straightaways'
bradley will no longer turn 180 degrees when on a straightaway (won't get stuck)
Added BaseEntity.Enabled flag, ignore disabled ents in ECS ticks
Senses unit enabled check
reduced volume of attack mode clip
Some minor tweaks from Sunday
Added a quick script to make the booster rotate until it has anims.
More friendly-ability range fixes.
Geiger World model, prefab, mats, textures etc
Changed wall generation
Added vertical boost
New building default materials
fix to make items have random rotation and position data when carrying more than one in one hand
Updated vm source rig - latest rig & mesh
fixing all the everything
Add some debug code to figure out mcore crashes
tweak temple B floor texture/mat
tweak highlight tile texture
Improvements and fixes to building and fire gathering AI.
Cleanup of EntityValueConsideration.
renamed a confusingly named behaviour chain element variable
Reverted ItemIcon.cs because it messes with mah UI slots.