198,739 Commits over 4,140 Days - 2.00cph!
added always on hobo barrel
fixed audio on awnings
updated all awning prefabs
fixed awning NRE
removed groundwatch from scientist sentry
adding coin model/setup paricle on the prefab
NRE fix, tribe tracker cleanup
Worldspace UI can use game camera
Settlement stats (happiness, food supply, housing) on UI
tweak biter
adding base animations / controller
Units are assigned to first settlement created, subsequent units are added to the closest settlement
Settlement creation UI
Unit rotation util stuff moved to UnitView
Split UnitView appearance stuff into a partial
Moved Action.FollowCombatTarget's sim tick logic to the frame tick impl
Settlement UI in world space
Tower scaffolding mesh/lod/prefabs
Terrain matching now supports arc roads
NPC vending machine tweaks
Improved water shader and materials to replicate IOR closer to water
Added underwater reflection and proper IOR-based fresnel
Added control parameters for near wave normal and displacement scale
Fixed regression in caustics when underwater (needs proper water volume)
Workaround for using half height floors as shelves behind doors / wall frames
Rusty texture variant for compound scaffoldings
coin collect fx, audio, floating text and now awards career cash at the end of the match.
replaced emergency stairs with final prefabs
scene2prefab compound
Compound emergency stairs meshes/coliders/prefabs
compound shops and stations decals
scene2prefab compound
rat meat and skeleton mesh
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loading platforms final models/prefabs
bag o changes
scene2prefab compound
Fixed client / server time offset being wrong when the client has been running longer than the server (regression from 26545)
Better wall stacking prevention via new building proximity component (reduced false positives and false negatives)
Animal idle wander AI re-enabled
wolf backwards root motion (for testing)
Improved hostility checks for Scientists.
static small water catcher and t2 bench
coin layer change, max active coin cap of 3
Reduced penalty for targeting fleeing units.
Merged methods for enabling and disabling avoidance into that property that also does it.
Commented out the avoidance fuckery in navigation tick.
wip collectable coin drop stuff for career mode matches
Moved viewmodel clothing meshes from prefabs/arms to their respective clothing folders.
Entity.GetSequenceMovement Is now also shared
NPC turrets ignore NPCs when targeting.
Added Fight chance override for ages / genders.
Stags now have some chance to fight
Internal SetModel changes clientside to do with automatic SetCollisionBounds call
bug fix for help prompts listening for events when they shouldn't
Compound walls / added additional LOD level
Fixed monster_scientists always having random skins in all cases
compound terrain blend map tweak