193,369 Commits over 4,079 Days - 1.98cph!
Teams are now assigned a simple rating value on creation
MatchSimulator.SimulateAndCreateResult() now uses team ratings for match outcome rolls
metal half wall block models/col/gibs - block prefab updated
stone half wall block models/col/gibs - block prefab updated
Don't let OutputHandler.OnMessage throw exceptions
wood half wall block models/col/gibs - block prefab updated
CareerLeague.AdvanceWeek() now applies results, points and stats to teams, updates table.
added LeagueFixtureResults to store all results.
First attempt at stopping animals from attacking through walls.
Updated plugins with new Unity libraries
Renamed culling.lodcomp to culling.world; enabled by default
Immediate apply lodcomp state to all when toggling
Fixed flickering after toggling lodcomp
twig half wall block models/col/gibs - block prefab updated
Raid gets disbanded once the target interaction is no longer valid
More raid stuff, animals will now eat food they find in your camp
Fixed AO and AA options not working
Senses.GetSurroundingEntitiesFromGrid checks IsPerceptable
Added some potential Unit.Knowledge optimisations
Added Blackboard.Write overloads for special backing object types which hold value types (performance)
Fixed unit path renderers lingering after deselecting a unit
Added human wake up logic to the animal sleep system, seems to work ok? Animals weren't waking up in testbox scenes, presumably there just isn't enough stuff to wake them up
WIP raid objectives, animals will only raid if there is food in the camp
Large cliff solution WIP.
Fixed some destroyed/hidden objects reappearing under culling.lodcomp
Fixed construction parts disappearing under culling.lodcomp
Fix for dark sign painting UI (attempt two)
grenades pinpull and release is much faster
grenades always throw at max velocity (no need to hold)
finalized semi auto recoil styles
reduced 'aim sway' on semi auto weapons
stance recoil only comes into affect when moving, or after the first shot (standing and tapping is now fine)
manifest
CareerLeague.AdvanceWeek() now runs MatchSimulator on all games (currently just 50/50 chance which team wins).
added LeagueFixtureResult.
MatchSimulator now creates LeagueFixtureResults.
added a career test scene/script, hitting enter steps a week, simulates matches, creates results.
Added ActiveRole condition
Split human hunting AI into its own module again
Gated Building/Crafting and Hunting modules by active role
Portraits stuff, UI fuckery
blocking out CareerLeague.AdvanceWeek() and MatchSimulator.Simulate(fixture)
Added UnityPackageManager to ignore.conf
made camera movement more snappy (revert if you dont like)
python skinnable
manifest
updated bunch of files
Added instancing support to devWorldCoord shader
muted walking looking anim because it annoyed me every time I saw it
Multi unit attack command support
Added new new tracker widget
Added New build widget
Disabled singular selected unit widget
Removed craft button, pending object driven commands
forgot to add league points to team def.
team and league generation.
fixtures.
league fixtures generation using round robin.
Admire animations - adding more to DB