200,808 Commits over 4,171 Days - 2.01cph!
compound progress backup
scientist sentry turret greybox
Accidentally fleshed out the testbox arena a bit.
Vamp knight footsteps aren't so super loud.
better career player map fixture generation (no sequential repeats)
map database utility function stuff
first career mode map is now a less daunting one for noobs.
deleted car1 map as it was still playing shit despite tweaks.
Slightly improved the shitty mountain texture.
Cleaned some shit we don't need.
Sky dome date has a moon.
Fire torrent spell ignites.
Fixed BuildingStatusElement showing twice for addons and buildings with addons under construction
Crabs get wet. (important)
Fixed BuildingStatusElement showing when it shouldnt
reworked map database, now holds 2 lists, all maps and exposed maps.
maps can be flagged as exposed.
non exposed maps can still be loaded by the game if needed, but don't show up to the user - eg squad editor, etc.
Tutorial map is now set as not exposed so players can't mess with it.
squad tweaks.
rebuilt map database.
Detail overview Unit icons are now clickable
Hunting score tweaks
Attackers should now be able to approach targets at walking speed if they are somewhere in between jogging and sneaking range
Fixed bug where non-career mode squad editor would set any picked up unit to being a biter...
game.CleanUpMap() will no longer crash on LZMA compressed maps
Split unitView gizmo stuff to a partial
More vitals on selected unit widget
Added MovementSpeedComparison and used it so that attackers with a higher jogging speed than the sprint speed of their targets will jog to attack
Added target facing to approaching unseen attackers (should help when being attacked from behind)
Health vital on unit indicators
FogOfWar added to game options, defaults to off for now since its pretty shit
UIWidget/Element component caching improvements
Component cache animator support
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Stealthbox has its own terrain
perception range condition now accounts for FOV and sleeping status
Rotate to face SmartObject when moving to an SmartObject interaction
Cloud texture improvements
less derpy boat jumps (waterfalls/foundation steps) via dynamic drag based on submerged fraction
Fixed NPCS not fleeing
Cloud tweaks
See if this fixes the criminal NREs
Bailing from OnInitialize if already initialized (child entity spawning)
AI senses resets all scores before scoring targets in query
Fixed combat log displaying damage as decay if the damage was fully blocked
Ctrl click entity in debug list to select gameObject in scene hierarchy
AI debugg special case facts display