192,988 Commits over 4,049 Days - 1.99cph!
Added scientist spawns and patrol prefab to level
Navmesh setup
Scene2Prefab compound
replaced vending machines to NPC vending machines in level
scene2prefab
Physics mats for my test map, so I can test stuff with decals
Not sure why inaccuracy delta would use mag size, so reverting al ine to Bill F's original version.
Going back though the repo, the later version of view punch never quite worked, but it looks like this is how it was MEANT to work.
Weapon view punch is back. Not really doing much though, need to tweak it.
Tribe needs reworked; now come in 3 types (Global, Settlement and Unit) and triggered by same TriggerSet system as effects
Needs are no longer treated as tiers, added tiered progression system boilerplate (ProgressionTierDefinition)
Loads of AI trigger refactoring
Settlement UI placeholder
Get rid of the loading screen slide animation
compound vending machine baseline
missing profiler EndSample
Alert effect now works as intended
Smoothing out road elevation.
Added windx manager api to compute wind force at location
Fixed missing LOD0 on diving mask
Added clothsim awnings to the compound scene / tweaked no-stripe materials
Diving Mask LODs
Material fixes
sound player culling for awning
Fixed server side stair collider rotation sometimes being incorrect after rotating
Awnings additonal stripe mask
Don't use triangular wall conditional model if there's a neighboring wall attached to the invisible side
use actual distance instead of senses distance in melee range check
Diving tank/regulator LODs
extra awning prefabs
awnings placement in level
scene2prefab compound
Bigger NavMeshAgents on Rat and Wolf
Added Unit Families for more detailed control over hostility checks and fleeing.
Improved some combat AI to make raiding work better.
extra color materials for awnings
Awnings final models/textures/prefabs
Removed housing & food count from tribe UI, pending settlements UI
Added Settlement entity type
Supplies are now tracked for each settlement (GroupSupplies component now a Settlement component)
Settlement indicator/info UI boilerplate
Biome weather weight/druation/temperature tweaks, added hazy foggy and overcast to other seasons
Fixed biome weather editor not adding new types
Added EntityEx.AveragePosition (list of T : IEntity)
UI Scripts cleanup
Fixed data browser showing empty categories
Version++
progress backup
wip loading platforms
Added female wetsuit mesh
rat mesh weight polish, rat attack and sneak polish
Updated scientist spawns and patrol routes at Compound.