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FOR FUCK SAKE cannon ball prefab size
Automated Windows Build #451
Replaced windows.form save/load dialogs with terrible custom versions
Restored wrongly deleted door prefab.
Automated Linux DS Build #451
Added caves ore loot spawners
fixed up tunnels and added proper sign posts inside tunnels to help navigation. Added tunnel signs to prefabs to tidy up heirarchy
Merged with building system branch
Parenting fix. Ship firing changes
Undone PreservedPrefabs idea
SkinnedMeshRendererInfo stores transforms (for workshop)
SkinnedMeshRendererInfo.BuildRig() builds a working default rig (workshop previews, icons)
SkinnedMultimesh can be rebuilt without resetting meshes (to retain workshop materials)
Camera.FocusOnRenderer handles rotations properly
Made Scene2Prefab a bit faster
Nicer progress bar for Scene2Prefab
Merged workshop beta into prerelease
Merged workshop beta into prerelease
Protocol++, rebuild plugins
Scene2Prefab can opt out of automatic hierarchy flattening
Enabled hierarchy flattening in all dungeon / monument scenes
Fixed player created goal plans not actually being flagged as such
tidied up previous fix a little
Refactored a bunch of Managers to support a cleaner game restart, which now works (pending nasty hidden bugs that have yet to appear)
Added VisualFXManager
more convos added to anims
PreDestroy renamed to OnDestroy in BaseEntity, EntityView uses built in Unity member
Fixed generated doors twice on client.
Scene2Prefab hierarchy flattening does not remove empty child objects of entities
Scene2Prefab (monuments and dungeons are now using flat hierarchies for performance)
Network++
Save++
Added behaviour designer. Started basic locomotion steering AI nodes.
Waiting for thrown weapons should now work properly
Disabled collections on group component, check if enabled/updated usage in Senses.TryCreateCollection
Senses no longer ignores entities that are flagged as non-interactable
Re-enabled collections for Herd type groups (Deer)
new and improved muzzleflashes for all the guns.
Bit of NetworkEntity refactor
AI tweaks to make fleeing happen when it should