194,100 Commits over 4,079 Days - 1.98cph!
fixed idle animation not playing properly
Fixed out of range index in Tribe Create
Enemies now avoid moved scenery, energy pickups and resource added, turrets now cost energy to create, enemys slow down temporarily from a hit instead of permenently. deleted a bunch of unused scripts.
Improved shader gui source cache handling
Setting up shader gui
Added packed version of rust/standard shader
Nuked deprecated standard-hair shader
No longer expose preview data for other entity types (only item & building for now)
Added new building UI modal (open with B)
Toggled RTS cam in editor via F8
removed animspeed minvalue being 0.1 as unnesassary with current setup of movement anims being on a seperate layer
Fixed map button not setting game state properly
Added smooth distance fadeout to new foliage system
Fixed TimeManager getting stuck
Fleshed out crime definition
Crafting UI item preview spinning and position fixes, exposed preview rotation & scale in ItemSettings
TileTopperView
CapturePointTTView
Tile toppers now register for tag changes with their tile entity
Placeholder capture point TT animation for capture points tag change
Moved some shit
Moved contact shadows plug to third party
board tile entities now get ids and are added to entity list
the build is now built before InitEntities is called
OnTagChange can now be overriden
Control/capture mode victory condition now caches the tiles with control points at the start of the match so it only has to check those entities
Acquire item task working
All existing mission stuff working, but delivery missions need more code to be completable.
Merge in Mission Definition changes since they turned out pretty well.
That's better. Remember your design patterns, kids.
Mission task definition stuff working, although it's probably a little overcomplicated
uvmix settings
splats
desert particles
area scene stuff
humanoidNPC baseline
humanoid NPCs can use weapons
humanoidNPC uses navmesh
Trying something with mission task definitions
Deactivate crafting modal on craft button click
Fixed PlayerProgression callbacks for behaviour completion not respecting break or player command interrupts
Updating post pro and navmesh shit from github
Added HBAO plugin
Added dynamic wave spawner, energy pickups, and new enimie type.
Players get released from jail when the sentence is complete
Reduced pool audio source pool size, removed some debug lines
Couple of internal shader fixes