192,974 Commits over 4,049 Days - 1.99cph!
Bots are a bit more likely to jump off plane
restored all help prompt IDS and event listeneres
added wetsuit
hazmat suit also protects from getting wet
can wear hats with goggles
Tweaked a few stats.
Dodging should now actually be based on the target's agility rather than the attacker.
Trying some changes to getting flee destination to avoid it getting stuck so much.
updated diving gear
added oxygen tank
no more cold breath under water
protocol++
correctly named rat attack event
debug selected animals can be commanded to attack
progress backup
compound scene2prefab
adding pulse to the career button
updated help prompt
rat mesh polish
rat idle polish
added anim events to rat attacks
Progression window zoom/pan and improved layout
Unit eye color/size control in debug view
Fixed an oversight in UIElement component state caching that would cause pooled elements to cache additional components and not manage their state correctly
Raid AI now enables animals to find the player's units even if out of sight range.
Rats have stats now
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Placeholder wetsuit art (missing female version for now)
removed Animator.speed = 1f / Unit.BaseView.transform.localScale.x
rat sleep anims are better
ai_dormant true by default
Added game_event.trigger console cmd
expose progression layout rect multiplier (to account for size difference between the two graphs)
Added game event utility to debug tools (under new utility & gameplay tab)
progress backup
compound scene2prefab
Research mehanic uses the fullscreen progression window, takes layout from Unlock defs GraphRect, which can be editor in Before/Progression Designer (WIP)
Research is global again (the fuck was I doing at 9am)
Progression window positions nodes using their editor graph position
Added Research unlock method to UnlockDefinition
squad editor wip help prompts
Added IsCannibal bool to Ecological Parameters.
Animals will now only eat corpses of other animals if starving or cannibal
Removed ancient code to ignore multiple position ticks that were received in a single frame
Fixed server / client time offset corruption when receiving ancient entity ticks (e.g. when having both AI dormant + network caching enabled)
Fix for entities potentially being hidden by fog when they shouldnt
Removed changes that failed to fix Dormant bug.
Research stations now their own data, no longer saved in GroupProgression, allowing for multiple concurrent research choices (the fuck was I doing at 2am)
Version++
Did some dumb things, fixing them up to make sense here. Also discovered why King Of The Hill UI scores broke in the first place - it was a bug with empty strings in the networking system. Tried to do a proper fix, but ended with a workaround fix.