194,662 Commits over 4,079 Days - 1.99cph!
renamed a confusingly named behaviour chain element variable
Improvements and fixes to building and fire gathering AI.
Cleanup of EntityValueConsideration.
tweak temple B floor texture/mat
tweak highlight tile texture
Add some debug code to figure out mcore crashes
fixing all the everything
Updated vm source rig - latest rig & mesh
fix to make items have random rotation and position data when carrying more than one in one hand
Changed wall generation
Added vertical boost
New building default materials
Geiger World model, prefab, mats, textures etc
Added a quick script to make the booster rotate until it has anims.
More friendly-ability range fixes.
Some minor tweaks from Sunday
reduced volume of attack mode clip
Senses unit enabled check
Added BaseEntity.Enabled flag, ignore disabled ents in ECS ticks
further adjusted some launch site props
tagged certain launch site path nodes as 'straightaways'
bradley will no longer turn 180 degrees when on a straightaway (won't get stuck)
Added Booster unit.
Generated unit portraits.
Fixed some target colour issues.
ConditionConsiderationSettings score is 0 if the condition failed
HasDesireSettings editor, validation
Ak, Beancan grenade, Bone club, Binoculars, D Shotgun, M92, M249, Sawnoff shotgun, Semi auto pistol, Semi auto rifle, Stone spear, Wooden Spear, Thompson - Updated to latest rig & added new arms
Each attack definition can now specify it's own CP cost.
Added ResetMovementCombatAction
Gathering for fire improvements.
Clamp npcs to the ground as we are traversing a navmesh link.
Game no longer autoloads the last save
Fixed some issues related to agents getting back to normal movement after completing a navigation link.
ConsiderationSettings.BlackboardReadKeys no longer abstract
Progression widget text fixes
correct materials assigned to the mesh (was only a problem for rebuilding prefab)
update tree to not fall though floor
Fixed bad editor tags in WhatsNewWidget
Fixed TutorialSettings.OnValidate lacking if UNITY_EDITOR
only set tree meshes to no vertex animation after they have been cut down to let stump bend in the wind but not after been cut down
Cops no longer drop stuff when they die
using new placement effect
adding placement smoke prefab
Fixed floor snap
Started to add heights
Added no alley hex 8 variant
Fixed rotation spazzing when picking up units
added PlayHiAnim() to UnitView, now ref that instead.
Unit hit gets triggered when dropping a unit onto tile