201,974 Commits over 4,171 Days - 2.02cph!
Tweaked gravel arid biome tint
Work on animal behaviour.
lotsa career changes, think I've broken something.
added Squad.GenerateRandom() which will build and position a random squad of units from a career UnitRoster
career matches use real roster teams (wip)
Merge from building_system_3
Mining quarry B / reduced height variation
Added road / power connection points to junkyard
Updated junkyard heightmap / splatmap for correct placement
Harbors also connect to power grid
Terrain placement scripts show position / size in inspector
Don't spawn bus stops at intersections, only at start / end nodes of the road network
Fixed power line pylons still sometimes spawning on roads
Spawn path start / end objects before the side / along objects
Road layout optimizations
Adjusted road and river mesh width
Improved road and river terrain adjustments
Fixed that small power substations were never spawning
Moved/fixed some OnGUI dependant debugging
Added camera reprojection for occlusion delay
Wip on frustum culling delay
reworked garage tab to team tab.
wip generic unit list panel prefab, hooked up to code.
Removed a bunch of unused garbage from protobufs
All decay entities only show their health when their health is below 95%
All stability entities only show their health when their health is below 95% or their stability is below 25%
Removed StorageContainer.displayHealth since it does the same thing as BaseCombatEntity.ShowHealthInfo
Updated ShowHealthInfo flag on prefabs that were using displayHealth
Decay entities also show their health bar when holding a hammer
Stability entities no longer automatically show their health bar when stability is below 25%
Disabled Hapis LS doors again