202,578 Commits over 4,171 Days - 2.02cph!
Added unit to unit flag event.
Made a tribe combat activity.
Merging from temporal-aa branch
Merging from temporal-aa branch
Moved Unit portrait stuff into it's own manager, fixed tracker potraits being shit
More unit portrait fiddling
Fixed tutorial and tasks widget issues by moving elements to prefabs rather than finding components in children etc
completely revamped xp earner categories
max xp you can earn from any player clamped to 6
xp earned from other players tapers off the more they earn for you
xp from using resources for crafting removed
diminishing xp bonus for crafting an item ( max 1xp total )
. completely revamped xp earner categories
. max xp you can earn from any player clamped to 6
. xp earned from other players tapers off the more they earn for you
. xp from using resources for crafting removed
. diminishing xp bonus for crafting an item ( max 1xp total )
merge into main
. completely revamped xp earner categories
. max xp you can earn from any player clamped to 6
. xp earned from other players tapers off the more they earn for you
. xp from using resources for crafting removed
. diminishing xp bonus for crafting an item ( max 1xp total )
merge into main
Temporary workaround for nonJitteredProjectionMatrix on b21
Removed custom motion vectors shader from temporal-aa folder
changed movement to idle blend from speed which is NavMeshAgent.speed (Maximum movement speed when following a path) to animatorSpeed which is Unit.Navigation.NavMeshAgent.velocity.magnitude (the current velocity)
Fixed some bugs in how equip and stow was gating callbacks on wrong conditions
Didn't cleaning up event data for equip and stow.
added events to switch items between L R back
deleted commented segment
Prefab name lookup optimization
Renamed VitalTypes.CurrentSpeed to DesiredSpeed
Unity 5.4.0b25 (to see if it fixes build server crashing)
Updated beep - some steam integration added
Added Items+Callbacks partial
Added UnitInteractionsState StateMachineBehaviour for better Items related animation event handling
shivering male vox shortened
starving male vox shortened
Moved raknet to its own dll
Updated native libraries
Cache BaseEntity.ToString()
this[] and FA.Count pattern in Items
Added DebugTools Item listing
Let right hand stow and equip, just like the left hand. Not everything is a bow.
After we pick up something, let's automatically equip it.
hungry and starving vox edits
If we try to equip an item that's already held, we just set the active combat ability of our combat component to the first ability of that item.
$BLACKBOARD_COMBAT_ABILITY$ Behaviour description variable
Fixed BehaviourChain.ContainsActionOfType not doing what it should
FollowTargetSettings Ends and Stops Navigation instead of setting destination to our position
Raknet test
Timewarning - do nothing when not enabled at all in release builds
dynamically set navmesagent stopping distance
checked in the wrong file with last checkin:(
dynamically set navmeshagent stopping distance
EquipWeaponSelectorSettings always returns true, even if we can't find a weapon