199,521 Commits over 4,140 Days - 2.01cph!
When we explicitly set the value of an entity/unit component, make sure it's checked to true, that we don't try to look it up on get.
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Automated Linux Build #303
Automated Windows Build #303
Automated Linux DS Build #303
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Ported Unit+Morphs to a component
- Updated Particle Playground
- removed unused play maker
- removed unused pathfinding plugin
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Map masks for water drinking feature.
no sprinting when dehydrated
use more calories when running
can drink from the world
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bota bag can fill from the world
bota bag cheaper and default blueprint
waterbarrel holds twice as much
halved max calories/water held by players
increased reliance on calories/water for players
decreased bleeding damage
added large water jug
phrases, manifest, loot tables, et al
Fixed components not being stored properly (ended up being null) due to lack of reference on injection.
water barrel dispenser fbx, collision, materials (cloth) etc
greybox cleanup
Unit.Combat doesn't address Unit.Info in it's constructor
MorphsParametersDrawer fix
FOR FUCK SAKE fix gate prefab
- Removed TileEd scene and TileEd
- Deleted mission SO folder
Moved Unit+Animation to a component.
Made Unit.Animation enabled by default
Mission data now just broadcast to those in mission
- Hid a bunch of stuff in inspector for Room and RoomSpawner
- RoomSpawner is now a required component of Room so it gets autoadded
- Reworked prefab update tool some more
- Test room
Moved Unit+Groups to GroupMember component.
moved dens meshs to new folder and created prefabs then added to island 01 and baked navmesh moved warthog to seprated fbx so it builds properly and gave it a unique material