199,466 Commits over 4,140 Days - 2.01cph!
Race mission now playable in single player mode
removed a bunch of attributes, added stamina (used by movement, jumping, melee)
Local dynamic navmesh is now aware of when its overlapping a "prevent building" zone, and will increase it's navmesh fidelity when it is. Still a lot of work to do here to make it look good, but it's slightly better.
Working on NPC pathing to drug sell areas as appropriate. Currently incomplete and slow
Merge in changes from Main. Erased my GUI changes for now, will re-add them manually
Reinstated my GUI changes after the merge
NPC behaviour isn't any better yet but performance is a lot better.
NPCs going to drug zones mostly working but WantsToBuySomethingNearby code is a huge mess, need refactoring
Suppressed "Go To Sleep" command while a unit is asleep
Exposed "Wake Up" command to player while a unit is asleep
Fixed EntityManager throwing an exception on boot
added Available flag to MatchDefinitionSO
GameHost will now only pick from available match types
Added AIEnabled flag to LocalGame.cs on LocalGame object, untick it to make the AI auto pass it's turn @ezmeow
Added a check in RemoveFlag on HumanView to toggle isSleeping on the animator (trying to catch isSleeping animator bool being left on)
Added TileFall match action back to Deathmatch definition
Fixed TileFall to use the new tag change system. Works again now.
Effect icons in the detail view screen are now the same as the HUD widget
Tweaked LOD distances to prevent pop in
Scene2Prefab
Fixed ropes on ragdolls being attached to the wrong place clientside
Better use of blank space in main menu on smaller resolutions
Fixed ropes on ragdolls being attached to the wrong place clientside
set materials back to speed tree
viewmodel organisation - clean exports for some vms
added new skydome and skydome cloud prefabs
small change to where (moveStateLerped != moveState) is so will stop units from running really slowly
Fixed an interior disappearing on the lowest settings inside the rocket factory
Attempt to fix rock formation offset
each GameInstance now has it's own System.Random instance and stores the seed.
added RandomRange(min, max) to GameInstance, to be used for deterministic shit. Increments a counter each time it's called, so we can debug/test
attacks that use a damage range now use the GI function not unity's
Fixed a bunch of skinnables not having their bundle set
Race mission fixes
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