202,076 Commits over 4,171 Days - 2.02cph!
Remove player on player collisions. Rename PlayerCollider to CharacterCollider.
Cleanup
Tree optimization
Fixing some more issues with colliders that I found. BTW I know in older Unity versions (<=4) you needed a rigidbody whenever you were using a moving collider, and the NavMeshAgent docs still suggest adding one as well. But I've tested and it actually reduced the framerate a bunch, so I've not added one.
Some more AI improvements.
Hapis radiation changes
Hapis tunnels exploit fix
Various food/hunting AI related tweaks
Consideration editor cleanup
Removed "allowed no considerations" flag on some AI data types, as it was redundant
Renamed Hunt/AttackMove Goal to "Hunt" cause wtf
Merge hunting behaviours into Human/Food module
html interface/awesomium implementation
UnlockDatabase static init on load, skip unlock defs that are not flag as game valid
Can Carry Unit Condition now checks if the target unit is already being carried.
Chat, people added to suggestions.
Removed some duplicate desire selectors in hunting goal plans
examples of possible ways to lod trees, tree_oak_LODTYPE_A and tree_oak_LODTYPE_B
example of tree with empty assets setup to position FX
Added Tier0, Tier1 and Tier2 topologies
Players only spawn on Tier0 beaches
Tier0 is always temperate, Tier1 and Tier2 can be arid, temperate or arctic
Added Vector2.Rotate extension method
More food/hunting AI work
Hapis BradleyAPC setup
Hapis ME monument changes
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WeaponParameters.OnValidate error check for items with combat abilities of type "throw" that do not have the appropriate projectile setting
Fixed a bunch of data types not calling base.OnValidateInternal
Hand axe is no longer throwable
Collisions now disabled between ALL character types. Vehicles and characters can still collide.
Scaled down icesheets to a more realistic size
Cleaned up icesheet scenes
Made icesheet paths easier to navigate
Started a notification manager thing but then decided to do things a different way. Just saving this work
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)
Added terrain filters to icebergs/icesheets to prevent them from spawning on the beaches
Some more scene tweaks
added stance modifiers, less accurate when standing, even moreso when moving
same accuracy as before when crouching
added loot tier types to monument info
Warehouse tier 0
Gas station tier 0
Lighthouse tier 0
Supermarket tier 0
Harbor tier 0 and 1
Airfield tier 1
Satellite dish tier 1
Dome tier 1
'Radtown 3' tier 1
Trainyard tier 1
Water treatment plant tier 1
Launch site tier 2
military tunnels tier 2
Powerplant tier 2
Gang members get a notification when an enemy enters their gang building
candle hat default blueprint
metal window bars cheaper to research