200,005 Commits over 4,140 Days - 2.01cph!
Fixed some foods having missing sounds when consumed
Consuming raw foods now makes the player vomit (better feedback)
Armored square foundation now uses correct footstep sfx
Tweaked swim depth test value
RandomDestinationSelector can be restricted to specified navmesh area mask
RandomDestinationSelector cleanup
Player controller raycast for movement/ground layer includes water
adding launcher WIP animation/controller etc
enabled hip movement on swim
instant transition to stop unit walking on water as anim blends in
squads can now be reset to their defaults
added defaults button to squad editor
Serialize cash, testing separate client and server.
squad editor bottom panel layout changes
Raycast navmesh links to ensure they don't go through stones, walls, etc.
Add a convar bool to enable/disable navmesh link generation, that it's not enforced.
Set up a convar for how many links we try to set up between navmesh grid cells.
Fixed texture / memory leak in HttpImage (+ now using UnityWebRequest)
UnityWebRequest.GetTexture -> UnityWebRequestTexture.GetTexture (soon: UnityTextureWebRequestTexture.GetTexture, then: UnityTextureWebTextureRequestTexture.GetTexture)
Supermarket junk texture progress
Full plugin rebuild (API changes)
Cleaver big, Guitar, Medical syringe, Mace, Machete, Longsword, Water bucket - Updated to latest rig, added new arms, clean export, rebuilt prefabs
animal combat idle fix(maybe)
Ported several entity types to refactored data/creation pattern to reduce code duplication
Group no longer abstract, removed derived types (tribe, herd, pack) and merged functionality into the base type as it was minimal
Unit view toggles root sim FX prefab game objet, instead of single renderer
fixed the 'EffectRecycle' code so it takes into account the max particle time
Disabled LOD_FACE_CROSSFADE multi compiles (should be unused afaik & cause shader compiler errors)
Supermarket junk LOD's/prefabs
Must be a gang leader to buy a commercial building
Cleaver big, Guitar, Medical syringe, Mace, Machete, Longsword, Water bucket - Updated to latest rig, added new arms, clean export, rebuilt prefabs
Added the ability for Selectors to Hide from UI on fail like Conditions
Go Home ability now hides from ui while unit is sleeping (since we can't calculate if a valid path home exists while the unit is sleeping)
Add testmap_smaller to the build list so I don't have to keep adding it for testing
Give testmap_smaller a commercial plot.