200,541 Commits over 4,140 Days - 2.02cph!
active sentries added in
compound scene2prefab
progress backup
final ground meshes
Placeholder diving tank/regulator art
Added ents.FindAlongRay( vecStart, VecEnd, vecMins=nil, vecMaxs=nil ) = table
Reduced lag with a very huge amount of notifications
Reduced probabilty of the game crashing when rendering dupe icon
Git: Slightly improved performace of player animations
Updated scientist spawns and patrol routes at Compound.
rat mesh weight polish, rat attack and sneak polish
Added female wetsuit mesh
progress backup
wip loading platforms
Added Settlement entity type
Supplies are now tracked for each settlement (GroupSupplies component now a Settlement component)
Settlement indicator/info UI boilerplate
Biome weather weight/druation/temperature tweaks, added hazy foggy and overcast to other seasons
Fixed biome weather editor not adding new types
Added EntityEx.AveragePosition (list of T : IEntity)
UI Scripts cleanup
Fixed data browser showing empty categories
Version++
Removed housing & food count from tribe UI, pending settlements UI
Awnings final models/textures/prefabs
extra color materials for awnings
Added Unit Families for more detailed control over hostility checks and fleeing.
Improved some combat AI to make raiding work better.
Bigger NavMeshAgents on Rat and Wolf
extra awning prefabs
awnings placement in level
scene2prefab compound
Diving tank/regulator LODs
use actual distance instead of senses distance in melee range check
Don't use triangular wall conditional model if there's a neighboring wall attached to the invisible side
Awnings additonal stripe mask
Fixed server side stair collider rotation sometimes being incorrect after rotating
sound player culling for awning
Diving Mask LODs
Material fixes
Added clothsim awnings to the compound scene / tweaked no-stripe materials
Fixed missing LOD0 on diving mask
Added windx manager api to compute wind force at location
Smoothing out road elevation.
Alert effect now works as intended
missing profiler EndSample
compound vending machine baseline
Get rid of the loading screen slide animation
Tribe needs reworked; now come in 3 types (Global, Settlement and Unit) and triggered by same TriggerSet system as effects
Needs are no longer treated as tiers, added tiered progression system boilerplate (ProgressionTierDefinition)
Loads of AI trigger refactoring
Settlement UI placeholder
Weapon view punch is back. Not really doing much though, need to tweak it.
Going back though the repo, the later version of view punch never quite worked, but it looks like this is how it was MEANT to work.
Not sure why inaccuracy delta would use mag size, so reverting al ine to Bill F's original version.
Physics mats for my test map, so I can test stuff with decals