202,101 Commits over 4,171 Days - 2.02cph!
Definitions use generics for static properties exposing an array of definitions of that type, added IDefinition
EntityManager cleanup
Debug spawner improvements
Renamed destruction method in EntityManager
Relationships summaries and cleanup.
Rename of FriendFoe relationship opinion to AttractionRepulsion.
Fixed player animations when holding weapons
Fixed player spawns, no longer spawning at zero
Fixed initialisation order problem with players who were already in vehicles
Cop AI is dumb and a bit broken, but this version has been tested and seems stable + has some bug fixes, so it can go into trunk.
Cops put their guns away when
Cops put their weapons away when not in use (no target)
fence flame resistance increased
flame turret performance improvements
flame turret exploit fixes
Fixed an MRE caused by convoluted VisualFX destruction
Fixed dispensable interactions not population InteractionPlanData with their required ToolTypeDefinition
Fixed hanging Unit references in UnitView after destruction of the parent entity
Fixed a bunch of weird human animation lengths (frankieh please review)
Working on Cop AI, getting more complex
working on heitmap test, added side parts to underground section
Effect triggers optimisation and cleanup
Reduced player model aim speed
Rpc calls use Unity assert
Moved some files to dll
Effect trigger evaluation profiler samples
Fixed Effect.HasActiveActionChain always returning true (action chains are never null due to pooling, added isValid flag for this usage instead)
Fixed some bad input states in playerController (can cancel building placement position again)
Added brake / reverse force
Side ramp
Corrected reverse steer
Moved wheels
Testing fix for missing skin parts
removed bumpiness on dirt roads, tidied up ground hexes a little
added traffic cone to unity and added it to test arena
Trainyard overgrowth dressing backup
changed layer to world on electrical box prefabs
Fixed a bug with growing attack area, big grid highlighting optimisation
animal folder name changes
Fixed NRE in Effect.Assign
Fixed potential NRE in Effect.HasActiveActionChain getter
Shader includes, variants
DataAsset.Id HideInInspector
Renamed SensesParameters restricted definition lists to "Valid" types
Fixed workshop broken due to tag case sensitivity
Added editor convars to pause renderer grid, collider grid and load balancer
Refresh renderer grid in loading screen (client)
Refresh collider grid after initializing conditional models (server)