198,753 Commits over 4,140 Days - 2.00cph!
Automated Windows Build #528
Fixed a possible regression with Favourites server list
Merging character in ground fix
Removed all use of UnityEvent in Triggers
Fixed shitty budget ticker conditions
Added FixedArray overload constructor allowing an ICollection to to passed in to populate the array
Effects.Tick trigger eval budget GC improvements
More budgeting and triggers refactoring
Effects component uses an internal budget for trigger evaluation
Soft shadows now allowed from GQ=2+
Fixed units not having their age set correctly on creation
Moved effect trigger evaluation to the Effects component, called once per game minute
Updated entity id usage to use EntityId rather than int
Cleaned up Wearables prefab retrieval
Probably fixed animation offsets.
Improved DecisionMaker decision clearing
Split DecisionMaker into a partial, cleaned up internal methods adding some debug logs for fresh decision allocation
Fixed Unit.Physiology.BaseScale not being used when settings View scale in Aging component
Relationship system callbacks made optional via flags in data (animals don't need to have opinions on each other
Added a bunch of profiler samples while GC hunting in Trigger evaluation callbacks
Item store auto pricing (based on age)
Fixed stone hatchet invisible in workshop
Fixed the complete mess of our loot prefabs, added proper culling for everything
Network++
avatars for human minions
Fixed lootpanel missing references
Fixed that some small static rocks were never culling
Sound test on minion attacks.
Launcher unit setup. unit tweaks
plant entity profile samples
merge into main
protocol++
water properly increases plant yield
added new purple box (simple tools, armor and weapons) to junkpiles, mainly found at vehicles
increased oil barrel yield but decreased oil barrel spawn frequency
made ceiling lights brighter
reduced cost of water bucket
fixed a bunch of plant growth issues
can add water to planters for increased yield
added black loot box
ceiling lights no longer turned off by water exposure
Basic AI for pedestrians fleeing crime
fix for default formation
Enabled projection on ragdolls as it fixes some other issues with ragdoll glitches
Resolves #55. Explosions now ignoring ragdolls .
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