199,261 Commits over 4,140 Days - 2.01cph!
rebalanced some armor types
fixed static mining quarry process rate
Fixed default+black beenies being exactly the same
Disable hover over item info preview
Skin picker window closed with escape/tab
fixed a few small loot issues on sphere tank monument
Attributes are randomised when created
Resources can look differently at food and building resources.
fixed additive impact effects not working
Fixed signs not destroying
fixed trashpiles and oilbarrels stacking up with server restarts, whoops
Attributes are randomised in a slightly nicer way
Removed silly tribe hub stuff from Building
Buildings now store ownerGroup as originally intended in settings.Create()!
Fixed takedamage_hit going to all players
Made InteractionSettings fields all public to be consistent with other data types, and updated assets (because yay copying fields)
restored cargo plane sound
added new cherrry blossom effect to test court, added new net, added under court area, reanimated cogs, added shadows and new foliage
added new net and environment stuff
Disabled audio.speakers (causing crash)
-moved annoying blackout box in scene view, tested around, doesn't seem to cause harm.
Just disable Mono mode - because that seems to be the one that's crashing
Somehow managed to introduce a bug while adding one line of code
added WIP frosty breath FX
Added LookAt Action
Added GoToRandomInRadius Action
Added UnitFlag Trigger
Added UnitHasFlag Consideration
Added Sleep Here Interaction
Added Stand Near Interaction
Added InteractionsOnFinished to BuildingSettings
Added Sleep Effect
Moved HumanView+IK to Unit+IK
Fixed curve recalulation in considerations editor not working (TODO write a custom editor for the type)
Added new overlay_bleeding.
Fixed GoToRandomInRadius not passing itself to the pathfinder for callback
Stop DM considering stand near for now
Cleanup Unit+Items, PickUpItem, Container
EntitySettings derives from ScriptableObjectExt
Fixed bug with units picking up stuff that they shouldn't. Bug was caused by bad decision context caching that was never reset when rotated.
Cleaned up some debug comments while bug tracking.
Inconsistent line endings.
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Increased static quarry production rate
fixed fireball spreading (again)
Moved caching of target components in DecisionContext to reduce GetComponent calls, alternative caching of ECs in Entity (no list lookup)
Momentum tweaking to see what difference it makes
Cleaned up some interacations and considerations. Momentum settings was weird and bool response curves should never use the animation curve.
- Capture mission spawners
- Fixed LevelSpawnItem to correctly position items when they don't have a BaseEntity attached
- Made capture mission spawner pick 3 capture locations from the available options
- Removed some debug spam
added VFXGallery scene, muzzle smoke FX and updated frosty breath FX
Removed TOD Seconds related stuff from AgentManager
Added world.monuments query to quickly get an overview of all the monuments on a map