199,327 Commits over 4,140 Days - 2.01cph!
HumanView no longer initializes MaterialPropertyBlock fields
Adde BasicSurvival module to all Unit data
Fixed cusor import settings
Added music to tribe create
FOR FUCK SAKE corridor gate, made the light red when the door is closed rather than the weird orange
More entity budget tick integration stuffs.
Moved ms budget ticking into Entity Manager without a generic solution to get some more improvements. Changed Entity tick budget to 5 ms.
Ehrm, let's not iterate the list of entities more than once, shall we! Let's not keep "that" hard to the ms budget.
Not 100% sure, but I suppose we should strive to make a complete cycle before we break out pre spending entire ms budget, rather than to break out when we reach the end of the list... hm...
Removed UnityEditor from EntityManager.
Rebaked island01 navmesh, didn't fix anything ;x
Tweak Awake, Alive, Cold and Starving Effects so that people dont die of starvation quite so quickly
Put ticking on a tod seconds pulse, for better time scaling.
- Fix for new NRE when player hits walls
Movement drains less staminda, Alive has a stamina gain
Hide unlock panel when unlocked
Craft buttons correctly available depending on whether craftable
Craft queue scrollable
Craft queue cancellable
FOR FUCK SAKE fix corridor gate animation controller, should open by default
- Weapon crate WIP changes
sabertooth anims are still shit but at least its not 100% broken
- Fixed playership scene prefab error
- Weapon pickup UI labels now auto hide after 3 seconds when not in range
- Fix for mortar spikey NRE
Added Player:GetHull(), Player:GetHullDuck(), Entity:GetChildren()
Automated Linux Build #289
Automated Windows Build #289
- Removed ammo type icon from weapon pickup UI and reduced size of panel
Automated Linux DS Build #289
A little UnitView cleanup
WorldManager sets TOD cycle length on init
Options holds cycle length
Lots of effects data balance
- Increased playership deceleration from 6 to 10
- Revenge now spawns 6 projectiles instead of 10
- Removed the room clear / xp floating text as it was a bit spammy
- Fixed level up screen issues with rebuilt player prefab
- Fixed level names on level start screen
- Mortar spawned spikeys now have a 70% chance to move towards player per chance tick instead of 90%
- Increased maximum zoom height of camera
Unit+Movement navmesh issue workaround
Fixed binds running when typing in search
Fixed a bad profiler hook in Unit+Morphs causing a bunch of overhead
More profiler hook fixes + UnitCollection tweaks
Entity's can spawn without a View
Tweaks, unit prefab audio source setup
Trying to get rid of phantom overhead; got rid of some Camera.main and Profiler.Begin/End calls
added side mirrors, rear view mirror, sun visors, inner shelf, wiper blades
Replaced nearly all runtime Camera.main calls with MainCamera.mainCamera