199,745 Commits over 4,140 Days - 2.01cph!
blocking out CareerLeague.AdvanceWeek() and MatchSimulator.Simulate(fixture)
Portraits stuff, UI fuckery
Added ActiveRole condition
Split human hunting AI into its own module again
Gated Building/Crafting and Hunting modules by active role
CareerLeague.AdvanceWeek() now runs MatchSimulator on all games (currently just 50/50 chance which team wins).
added LeagueFixtureResult.
MatchSimulator now creates LeagueFixtureResults.
added a career test scene/script, hitting enter steps a week, simulates matches, creates results.
finalized semi auto recoil styles
reduced 'aim sway' on semi auto weapons
stance recoil only comes into affect when moving, or after the first shot (standing and tapping is now fine)
manifest
grenades pinpull and release is much faster
grenades always throw at max velocity (no need to hold)
Fix for dark sign painting UI (attempt two)
Fixed construction parts disappearing under culling.lodcomp
Fixed some destroyed/hidden objects reappearing under culling.lodcomp
Large cliff solution WIP.
Added human wake up logic to the animal sleep system, seems to work ok? Animals weren't waking up in testbox scenes, presumably there just isn't enough stuff to wake them up
WIP raid objectives, animals will only raid if there is food in the camp
Added some potential Unit.Knowledge optimisations
Added Blackboard.Write overloads for special backing object types which hold value types (performance)
Fixed unit path renderers lingering after deselecting a unit
Senses.GetSurroundingEntitiesFromGrid checks IsPerceptable
Fixed AO and AA options not working
More raid stuff, animals will now eat food they find in your camp
Raid gets disbanded once the target interaction is no longer valid
twig half wall block models/col/gibs - block prefab updated
Immediate apply lodcomp state to all when toggling
Fixed flickering after toggling lodcomp
Renamed culling.lodcomp to culling.world; enabled by default
Updated plugins with new Unity libraries
First attempt at stopping animals from attacking through walls.
CareerLeague.AdvanceWeek() now applies results, points and stats to teams, updates table.
added LeagueFixtureResults to store all results.
wood half wall block models/col/gibs - block prefab updated
Don't let OutputHandler.OnMessage throw exceptions
stone half wall block models/col/gibs - block prefab updated
metal half wall block models/col/gibs - block prefab updated
Teams are now assigned a simple rating value on creation
MatchSimulator.SimulateAndCreateResult() now uses team ratings for match outcome rolls
made camera look at a point rather than averaged grid
camera profile setting changes
toptier half wall block models/col/gibs - block prefab updated
game shows alive count
networking the game mode better to clients
players now spawn in buildings
Culling debug draw now working in build; switched non-player/npc debug shapes to boxes
menu music latest iterations
Updated Apex AI to 2017.2
▉▌▅█▆ ▊▌▄▆▉▉▌ ▅▋▍█▇█▍ ▅▋▉▉▍
wip career mode league screen UI