200,001 Commits over 4,140 Days - 2.01cph!
Fixed starting position issue
Updated FleeFromDanger, now finds a flee destination without using IM
Added ThreatLevel to PerceivedUnitData
Added GroupClass enum, expoed in GroupSettings and used in the Create method to create Group of the chosen type.
Added Herd and Pack Group types
* Bumped Steam.inf version
* Fixed model indices above 2048 not networking to clients properly
Automated Linux Build #170
Fixed bug in StatConsiderationSettingsEditor that was causing selected stats to change
Automated Windows Build #170
Floor frames models, LODs, COLs, Gibs, Prefabs, Icon
Prepare Prefabs
Manifest
Automated Linux DS Build #170
Actually fixed afformentioned editor bug re stat selection
Added a temporary hack to Unit sense code that considers a target visible when within a very small distance (currently 4 units)
Fixed Unit.SetMovementSpeed not working, now uses a StatModifier created internally
Made unit spawning consistent accross the spawer system and debug tools, with proper group inits
backfaced and culled a lot of wild west geo, made combined texture map, unwrapped old objects to new map
Un-idioted the UnitMovement StateMachineBehaviour
Made GoToEntity a bit more sensible, removed movement code from AttackEntity action
Ported senses gizmo shit back to UnitEditor which is now used for Humans too
- WIP "good room to spawn a speed boost in" finder code
Steamworks update (server)
Cowboy - forehand dive WIP
Owl - special move update
Owl - special move update
Moved any movement related code out of Unit+Animation partial
Replaced TriggerMovement with IsMoving bool in animators (human + base animal)
SpeciesSettingsEditor fixes for controller discovery
Deleted old wolf and deer anim controllers, all controllers (except those for animals not-ingame) use override controllers now
Move movement fixes, reduced Flee distance multiplier
TOD independent tick of units in UnitManager.
FOR FUCK SAKE playership prefab, culling wall collision rendering from mapcam
FOR FUCK SAKE town duplicated collision on the minimap layer
Unit+Morale work, species scale tweaks
TOD day set to 24 mins again
- Current weapon slot is maintained between levels
unwrapped nearly all ww buildings and props to new uv layout
- Your Round mission now uses correct enemy pack
- Disabled cash shop interaction
- Increased interaction range of nutsexchange
- Added weapon switching to controls help panel in town
xp admin commands
xp unit test project
level increase based on xp
- Feedback reported uses new URL
- Fixed a bug with missions autocompleting in editor when typing M in feedback tool ;)
- Troubleshooter update with bug fixes and feedback reporting fix
- Forgot to commit the scene change for feedback fix
Ripped the old blueprint system out
- Increased fire rate of Screw You
- Change level flow for Last Orders mission. Now longer (was way too short) and the space area is linear instead of branched
- Disabled level length multiplier (multiplier always set to 1)
Humans now spawn with random clothes
Added GetItem with func filter to ItemManager
Tweaked morale simulation and threat calc in senses code
Improved wearable prefab creation in SpeciesSettingsEditor, now replaces existing without changing GUIDs so assets keep their refs