199,490 Commits over 4,140 Days - 2.01cph!
Flesh out Scientist HTN a bit more for better plan generation testing.
More progress on HTN in Apex.
Navigation component clears destinations list when the last is reached
Update TTT to its latest version - Fixes 2 DoS exploits
Update TTT to its latest version - Fixes 2 DoS exploits
TTT: Fixed 2 more exploits
TTT: Fixed 2 more exploits
Selling drugs as a gang member adds to the profits of the gang.
Disabled Dynamic Navmesh in world/ai.prefab.
Bootstrap tests whether DynamicNavMesh.Instance.enabled
Added a local version of the dynamic navmesh, where each npc update a local navmesh around them as they move around (experiment).
Load balanced the Local Dynamic NavMesh baker, that we can better guide what ms budget they're allowed to spend each frame.
Enable/Disable Dynamic NavMesh on bundled/world/ai.prefab now controls whether Local Dynamic NavMesh is used (only if full Dynamic NavMesh is disabled).
Fixed (sort of) "Dimensions of color surface does not match dimensions of depth surface" errors on screen size change.
Added an alert popup for the UI. Can pass in multiple options with blocks and display a message.
Need to add support to show view controllers modally now.
Instancing for DrugZone platforms.
Added an editor preference that exits Play mode in the editor when a compile is detected
Moved welfare payment messages from InfoMessage to Notification. +material change
added a check to GridScoreAtLocation to catch for NaN score results from a grid (need to look into why threat grid is returning a NaN)
more building placement work - buildings now rotate on a plane oriented to the surface normal rather than looking at a physics point
also fixed being able to place at invalid rotations (again)
AI put to full dynamic navmesh mode.
Removed strips planner.
Removed StagPoint HTN system.
General branch cleanup.
Let's not forget to commit the deletes...
Set up Think AI to reflect that on main.
Merged branch to main (Humanoid Npc Planner). Scientist npc wip, cover system, local dynamic navmesh, htn planner wip.
LocalDynamicNavMesh should be server only.
Let's encapsulate with UNITY_EDITOR more correctly.
fixed building placement physics checkbox not respecting building rotation
Fixed unit portrait animators being incorrectly aligned when first opening the unit detail view
Fixed Delete button in Load Game screen displaying "Save" as it's text instead of "Delete"
Fixed back button issue on pause menu
Local dynamic navmesh now respect player distance when setting next update interval. If too far away the navmesh isn't updated at all.
Optimization pass - Reducing shader complexity and texture memory consumption on many environment assets LODs
it's nearly working again...
map type value is set in it's data file when the map is created
changed mapName to mapID (string to int) in ProtoBuf and all references
map buttons now grab the map title
maps should now load from the provided map id instead of name (can't test this until I update squad loading too)