200,093 Commits over 4,140 Days - 2.01cph!
Collisions now disabled between ALL character types. Vehicles and characters can still collide.
Scaled down icesheets to a more realistic size
Cleaned up icesheet scenes
Made icesheet paths easier to navigate
Started a notification manager thing but then decided to do things a different way. Just saving this work
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)
Added terrain filters to icebergs/icesheets to prevent them from spawning on the beaches
Some more scene tweaks
added stance modifiers, less accurate when standing, even moreso when moving
same accuracy as before when crouching
added loot tier types to monument info
Warehouse tier 0
Gas station tier 0
Lighthouse tier 0
Supermarket tier 0
Harbor tier 0 and 1
Airfield tier 1
Satellite dish tier 1
Dome tier 1
'Radtown 3' tier 1
Trainyard tier 1
Water treatment plant tier 1
Launch site tier 2
military tunnels tier 2
Powerplant tier 2
Gang members get a notification when an enemy enters their gang building
candle hat default blueprint
metal window bars cheaper to research
Added notification when enemy uses gang safe
Better gang notifications
Stop gang members from getting object highlights on items for OTHER gang's missions
First pass on a system to fade objects that are occluding the player's view
For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag
When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view
Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update
The fade material is just a transparent standard shader, this could definitely be improved
Cherry picking jarryds occluded units stuff to a branch
Subtracting unit occluder stuff from main
Monuments default to "all tiers" on their MonumentInfo component
All remaining monuments (like caves) spawn on all tiers
HtmlPanel, awesomium needs js bindings
Entity log clear button, max logs display field
Desire removal on GP failure WIP
Replaced Unit.Combat debug logs with EntityComponent.Log variants for auto context/entity log support
Unit.Combat.TryAttackTarget cleanup
Fixed SetDestinationSettings radius modes breaking early due to bad distance check
secret bunkers hatch and frame models, textures & prefabs
Iceberg material tweaks / heighmap tweak
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Derive tangent basis for layers using uv1 (e.g. blend4-way)
secret_bunker_1 scene setup & files
Removed target list from Unit.Combat, replaced info class with struct. Refactored a bunch of code
Added Item.CanBeUsedAs method
Combat skill gain will now apply the threat bonus regardless of who is attacking or not at the time, also cleaned it up a bit
Monuments only spawn in parts of the map that belong to their tier
Added bounds to MonumentInfo (have to be fully inside the monument tier)
Removed incorrect topology script from rock_med_c forest decor prefab
When creating a new terrain, store its data maps uncompressed (Unity 2017 regression)
added MatchDefinitionDatabase
AI games take GameSettings