241,271 Commits over 3,867 Days - 2.60cph!
DistanceConsideration re-write
Unit knowledge debug view
- Added a button to title screen to wipe save data incase of bugs
- Can now quit to menu from game. Game saves on quit. Shouldn't be able to save between missions eventually, but for now...
- Can now quit to desktop from title
- Added correct scenes to build list
Fix ocean rendering displacement gaps
Removed all footstep impact FX from animals apart from sand,snow and water.
- Title screen text changed to SPACE RUNTS instead of SPACE CUNTS
- Added a UIManager and moved screens over to that
- Gameplay screens are now automatically hidden/shown as other UI screens are displayed
- Player control is now disabled when in a fullscreen UI screen
- Lots of UI code changes
- Gameplay UI now has a working cash display
- Town portal now auto loads the current pipes dungeon test (Area1_TileSet) until I get the real mission/level loading working again with the new DunGen setup
Only updating the correct chunks now. Seems to work.
Unfucked sound template recycling
Fixed the camera in Wild West
FindItemOfType no longer use the deprecated Stockpile (uses Group+Knowledge SOs instead).
Remove [RequireComponent(typeof(SmartObject))] from Item
Merged from main branch, that I work on latest changes.
Added Blood materials and textures
Unit animation and item related fixes
Tribe no longer creates a TribeStockpile component (retired until potential later use)
Added Unit.UnitEvent and changed OnUnitDeath to a UnitEvent
Reapplied delayed stability refresh after load
Removed deprecated amplify motion code
workshop skin organisation
Fixed blueprint header
Weapon skin capabilities
New Blood Impact FX's
New Stab decals
Fixed infinite loop in RainSurfaceAmbience
Roads are now fully textured.
Added better debug control
Disabled Lobby
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Added ActionChainData that the ActionChain forwards into all Actions, rather than just pushing in the Entity reference. This lets Actions "communicate" indirectly, where one Action can store some specific data, and the next Action in the chain can "act" on that data.
Added Find Item Of Type Action to the mix, letting Cavemen find weapons when preparing for the hunt.
Switched skins to use categories for rareness/price, instead of setting each individually
tweaked some prefab settings for the addons
finished the prefabs for all of the military addons
Moving some sounds around
GC allocation reduction in Sound and Ambience systems
Use a coroutine to stop/recycle sounds instead of invokes
Added "version" console command http://files.facepunch.com/garry/2015/October/07/2015-10-07_23-41-59.png
Added "sysinfo" console command
Added memory usage functions to native (cuz it doesn't work from Unity)
Fixed warnings, spelling errors
Bug reporter passed used memory stats