198,874 Commits over 4,140 Days - 2.00cph!
Update gang building asset ID
Give testmap_smaller a commercial plot.
Add testmap_smaller to the build list so I don't have to keep adding it for testing
Added the ability for Selectors to Hide from UI on fail like Conditions
Go Home ability now hides from ui while unit is sleeping (since we can't calculate if a valid path home exists while the unit is sleeping)
Cleaver big, Guitar, Medical syringe, Mace, Machete, Longsword, Water bucket - Updated to latest rig, added new arms, clean export, rebuilt prefabs
Must be a gang leader to buy a commercial building
Supermarket junk LOD's/prefabs
Disabled LOD_FACE_CROSSFADE multi compiles (should be unused afaik & cause shader compiler errors)
fixed the 'EffectRecycle' code so it takes into account the max particle time
Ported several entity types to refactored data/creation pattern to reduce code duplication
Group no longer abstract, removed derived types (tribe, herd, pack) and merged functionality into the base type as it was minimal
Unit view toggles root sim FX prefab game objet, instead of single renderer
animal combat idle fix(maybe)
Cleaver big, Guitar, Medical syringe, Mace, Machete, Longsword, Water bucket - Updated to latest rig, added new arms, clean export, rebuilt prefabs
Full plugin rebuild (API changes)
Supermarket junk texture progress
UnityWebRequest.GetTexture -> UnityWebRequestTexture.GetTexture (soon: UnityTextureWebRequestTexture.GetTexture, then: UnityTextureWebTextureRequestTexture.GetTexture)
Fixed texture / memory leak in HttpImage (+ now using UnityWebRequest)
Raycast navmesh links to ensure they don't go through stones, walls, etc.
Add a convar bool to enable/disable navmesh link generation, that it's not enforced.
Set up a convar for how many links we try to set up between navmesh grid cells.
squad editor bottom panel layout changes
Serialize cash, testing separate client and server.
squads can now be reset to their defaults
added defaults button to squad editor
instant transition to stop unit walking on water as anim blends in
enabled hip movement on swim
adding launcher WIP animation/controller etc
Player controller raycast for movement/ground layer includes water
RandomDestinationSelector cleanup
RandomDestinationSelector can be restricted to specified navmesh area mask
Tweaked swim depth test value