256,246 Commits over 4,018 Days - 2.66cph!
Player prefab update to fix issues from merges
Remade deer ragdoll, updated prefabs
Merge from DM Generalization branch.
Fixed bug introduced by my changes to Breeding Group and invitation plans.
Reduced GC in the grass and dynamic decor systems
Behaviour Group now runs it's Invitation DM through the Behaviour Group Decision Maker.
Hacked around getting stuck on receiving data
Spears (stone/wood) gibs models/prefab update
More DM generic stuff. Got Unit DM completely moved over now, that DM itself is generic. BehaviourGroup DM and Group DM left.
Signs gibs models/prefab update
Made the Google Analytics group events by species.
Significantly increased all bullet speeds
Helicopter has napalm strikes for pesky campers
Helicopter has smaller hitboxes for weak spots
Helicopter cupboard exploit fixed
Helicopter loot crates actually unlootable until flames go out
-new camera test:
ctrl - to get your cursor back
mmb / alt - orbit around the point
space+lmb - drag view around
and the rest is the same :)
-merged with main, added a cheaty barebone version of JumpTo so camera spawns on the tribe.
More fucking save bullshit
More fucking save bullshit
Fixed collision on test court
Got rid of NPC Option weird code
Meager start of generalizing decision maker to support more than just Units.
-camera v3 with Bill's suggestions
Checking in shit I forgot.
Added Ball to Owl Rig
Serve WIP
Fixed code line in Analytics that CustomEvent actually works.
added Dylan's new lightning bolt and steam burst effects
Added pipes and cogs to lava court and animated.
added new cog and pipes and re-exported
Dead Units return in tick and update
Destroy Unit's Agent on death
Fixed some issues with Agent/Group/BehaviourGroup disbanding, destruction and tick conditions
Testing new shot selection
Locked off players
Enabled LOD components on cliff meshes
Added Agents tab to debug window
Fixed some bad StatModifier refs
Camera height and depth change based on player court position
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"save 1" will wait for the save to finish
Added .Copy( to proto classes
Fixed ModelState pooling monstrosity
Set the correct player entity bounds
WaterLevel.Test also works for zero bounds
Added pool.prefabs console command (prints pooled prefab counts)
Clear prefab pool as well when pool.clear is called