201,115 Commits over 4,171 Days - 2.01cph!
moved a squad editor helper function to Utils class
removed unit list bounce when scrolling
initial scene/script setup for squad editor current unit bar
SaveLoad deletes snapshots too
added new arm mesh to rig source
Squad Editor current unit list now updates with squad load/save/change
Renamed health bar stuff to unit related stuff
Updated Apex libraries (API auto-update)
Fixed some foods having missing sounds when consumed
Consuming raw foods now makes the player vomit (better feedback)
Armored square foundation now uses correct footstep sfx
Tweaked swim depth test value
RandomDestinationSelector can be restricted to specified navmesh area mask
RandomDestinationSelector cleanup
Player controller raycast for movement/ground layer includes water
adding launcher WIP animation/controller etc
enabled hip movement on swim
instant transition to stop unit walking on water as anim blends in
squads can now be reset to their defaults
added defaults button to squad editor
Serialize cash, testing separate client and server.
squad editor bottom panel layout changes
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.
Fixed texture / memory leak in HttpImage (+ now using UnityWebRequest)
UnityWebRequest.GetTexture -> UnityWebRequestTexture.GetTexture (soon: UnityTextureWebRequestTexture.GetTexture, then: UnityTextureWebTextureRequestTexture.GetTexture)
Supermarket junk texture progress
Full plugin rebuild (API changes)
Cleaver big, Guitar, Medical syringe, Mace, Machete, Longsword, Water bucket - Updated to latest rig, added new arms, clean export, rebuilt prefabs
animal combat idle fix(maybe)
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
fixed the 'EffectRecycle' code so it takes into account the max particle time