19,298 Commits over 1,614 Days - 0.50cph!
regen options UI forms
fixed obscured FoW mode not working
TribeSpawner can specify hostility to player tribe
Removed testbox_diplomacy
Added testbox_combat
removed error spam in BuildingView when we cant find a mesh renderer
UIElement no longer caching Tweeners
Casting and null checking of the action in the callback in ItemAction.
Logging if it fails.
Moved Go To Smart Object out of SetDestination and into its own class.
Updated loads of data with the new action.
Added spaces to DataAsset logs.
People should no longer drop weapons
DataBrowser cleanup
Fixed bad DOF
Fixed NRE when a unit leaves the tribe
Paople will now drop any weapons they don't consider to be their best weapon
Merged hunting Goals into one Goal.
People should now only hunt if they have a weapon that doesn't require ammo or that they have ammo for
Started laying out the new combat AI (not at all functional yet)
Before/StatsEditor basics
Only vitals can be simulated
Stats editor cleanup
Cleaned out most of the old AI and stats.
Basic implementation of fleeing calculation.
fixed threat calculation taking self and target into account more than once
Made some fixes to UnitIsBeingAttacked and the associated parts of Combat.
Added IsAttacking condition and used it to gate movement mode AI.
Exposed aggro ranges in CombatParameters and made them more reasonable on a few units.
Last few stats editor tweaks for now
Fixed vitals getting bad values on startup
Settlement creation basics
Added DynamicDecals
Combat hits cleanup, decal assignment
Wearable prefabs to units layer
Moved target observation to highest priority
removed IsAttacking conditions from movement mode AI because it's only true when actually hitting an enemy
Updated various portions of the terrain system plus new foliage system
Using Facepunch.UnityEngine
dont init FoliageGrid in edit mode
Fixed disabled terrain on island1
Fixed terrain painting not updating
Island 1 fuckery
Added a Targeting States enum to Combat to determine what we want to do about the current target.
Removed IsAttacking bool because we already have a States enum with an Attacking state.
Added TerrainDecals system for splat tinted and biome/season synced decal management
Buildings can now optionally spawn with a dirt decal
Building placement guide uses a decal
Added back the AI for picking up thrown weapons (untested because I need that NRE fix from main)