201,974 Commits over 4,171 Days - 2.02cph!
Added CareerUtils.
Currency text strings now use CareerUtils.FormatCurrency.
Team UI/code.
More work on animal behaviour ai.
wip CashTransaction, CashTransactionType
grenades inherit player velocity when thrown ( run forward and jump for more range)
f1 grenade has larger radius
Mining quarries
Tweaked heightmaps
Fixed floating objects
Removed grass from splat masks
Tweaked material colors
General polish
Mining quarry C tweaked splats
Quarry rocks material fix
Added CashTransaction, Finance classes.
All cash modifications are now CashTransaction objects and go through Finance.ProcessTransaction().
Added cash transaction history.
add wip scroll view to team league window
Fixed a dumb copy+paste error
player transaction processed events, status bar cash updates on event.
merged, fixed career scene
Added a recommended items to role definition, craft desires will be generated for each item when a role is assigned
Builder has hand axe, gatherer has hand axe and basket (equipping axes helps fend off early dangerous animals)
Checks if a unit already has the item and that the item is unlocked, rechecks every in-game hour to account for missing items, new unlocks
Restricted baskets to only carry food
Gatherers with baskets will now pick up baskets, fill them up with food and drop them by a campfire
Can now check if an item is in a container with an item filter
Still kinda WIP, there's some dithering where units repeatedly drop/pick up the baskets but they eventually get the job done
Added a container capacity consideration
optimized special fx sprites
fix , re enabling global UI in main scene
reworked career mode status bar, week smaller, cash larger
Bunch of monument loot tweaks (Hapis)
Ore nodes more likely to spawn inland rather than coastal cliffs (Hapis)
Reduced desert ores (Hapis)
Junk piles spawn along all roads (Hapis)
More team UI/code
Changed condition to durability.
Decreased starting team unit durability ranges.
camera fix to stop dead space when mouse over interactable object
Unit.Navigation no longer rejects partial paths providing that the distance between the desired destination and the end of the path is within a threshold defined in data (default is 5)
PlayerController focus event no longer invoked for non-player controlled units, fixing an NRE UI.UnitDetailViewModal when playing in debug mode
junkyard mounds LODs/Prefabs
Biter rework: HP 10->7. Movement 3->4. Bite attack ignores armor
Junkyard mounds colliders, prefab update, scene2prefab junkyard
Fixed spectate cam cycling other players
junkyard paths decal meshes
Tribe tracker elements only refresh on demand (via thresholds for mood and health changes)
Group and Entity.EntityActivity event cleanup in OnDestroy
Fixed tutorials loading.
Triggers will now always call Initialize (previously Setup) on game ready.
Moved initialization of triggers listening to static events to OnEnable.
More on animal behaviour ai.
Finished reprojection clipping
Cleaned up frustum culling correction (still needs opt)
Reduced infinite grid cell size to 50m
Fixed occlusion culling not restoring visibility to lod component on distance cull
Cherry picked occlusion culling fix
24227
Refactored player controller to handle a single interactable
chainlink fence is rusty
barbedwire set damage triggers
dungeon fences are shoot through
match reporting classes.
linked match units to career units.
units now take durability losses for playing matches and for being destroyed.
increased team unity starting durabilities when creating a new career.
Game mode update, getting ready for respawn at place of death
Fixed building placement not working
Tribe tracker role icons, animations
Added Before/UI Portrait shader
Fixed portrait clone rotation being set to match a reference unit that is ragdolling