200,001 Commits over 4,140 Days - 2.01cph!
Fleshed out crime definition
Fixed TimeManager getting stuck
Added smooth distance fadeout to new foliage system
Fixed map button not setting game state properly
removed animspeed minvalue being 0.1 as unnesassary with current setup of movement anims being on a seperate layer
Added new building UI modal (open with B)
Toggled RTS cam in editor via F8
No longer expose preview data for other entity types (only item & building for now)
Nuked deprecated standard-hair shader
Setting up shader gui
Added packed version of rust/standard shader
Improved shader gui source cache handling
Enemies now avoid moved scenery, energy pickups and resource added, turrets now cost energy to create, enemys slow down temporarily from a hit instead of permenently. deleted a bunch of unused scripts.
Fixed out of range index in Tribe Create
fixed idle animation not playing properly
scene loader loads correct scene for tribe create now
updated player panel ui/ texture/prefab/animation
added prefab for unit health bar
fixing tutorial triggers WIP
temporarily disabled humans returning to territory
Task definitions seem to need to be in files of the same name, like MonoBehaviours, to be attached correctly in the inspector (mission ScriptableObjects need tasks attached).
Fixes issues with triggering mission failure during mission task activation. Some other sanity checks.
Beginnings of new addon system
Added shared context to missions so tasks can pass information between them. Delivery tasks now check that the player still has the item they were assigned to acquire.
Replaced min/max macros with std::min/std::max
Delivery missions give an additional payout to reimburse the mission runner for the item's value.
Standardise the fail messages
Redid AI to use AIAgent instead of BaseNPC
NPCPlayer apex implementation