198,704 Commits over 4,140 Days - 2.00cph!
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Added runtime lookat debug info for ai.
Lowered bravery stat to +10 so rats will attack people
fixed HasDesire data that got changed due to desire type removals
Disabled wander to territory while raiding
if we already have a home, unset the previous home when setting a new one.
Fix not being able to equip spells in offhand slot
Attempting to make equipped items update automatically after being equipped
Actually revert that commit for now because it breaks things in client/server only modes.
More character conversion work
WIP weapon switching work
- Work on Character, not completed yet
- Moved NetworkEntity back out of its (accidental?) sub-folder, fixing all the missing NetworkEntity references in the project
- Took some stuff out of GameModeUniversal that's now loaded separately by Bill's system
Reverted threat reduction on raiding effect
Raid goal tweaks
Exposed a required Progression Tier for each raid spawn set, locked rats to Shelter tier and locked wolves to Equipment tier
Made rats omnivorous and added the animal combat module
Raiding units now get bravery buff
Fixed the misaligned text on the progression unlock popup
update WIP unit detail UI
Spawn populations
Manifest
Cleaning up Game Events stuff in prep for progression integration
EntitySpawner now has a field for a TriggerSpawns event, instead of a bool
GameEvent.TriggerSpawners now triggers spawners that match the event def
update wip unit detail panel
moved overgrowth materials to core/foliage
Various world spawn stuff
Serverside tree entities.
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GroupProgression no longer uses a coroutine for tier checks, instead implements ITickableEntityComponent
Remove modal state toggle from overlap map widget
Fixed overlay map not working
UI widget activation order fixes
Navmesh bake settings fixes
Fixed GroupProgresssion tier unlock spam, not sure if this is intentional cc sebov
Added reflection.terrain / world / construction / clutter / tree convars (runtime testing)
UI screen transition shit, scene save