197,434 Commits over 4,110 Days - 2.00cph!
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Info messages wait until any open UI overlays are closed
Redid AI to use AIAgent instead of BaseNPC
NPCPlayer apex implementation
Standardise the fail messages
Delivery missions give an additional payout to reimburse the mission runner for the item's value.
Replaced min/max macros with std::min/std::max
Added shared context to missions so tasks can pass information between them. Delivery tasks now check that the player still has the item they were assigned to acquire.
Beginnings of new addon system
Fixes issues with triggering mission failure during mission task activation. Some other sanity checks.
Task definitions seem to need to be in files of the same name, like MonoBehaviours, to be attached correctly in the inspector (mission ScriptableObjects need tasks attached).
fixing tutorial triggers WIP
temporarily disabled humans returning to territory
updated player panel ui/ texture/prefab/animation
added prefab for unit health bar
scene loader loads correct scene for tribe create now
fixed idle animation not playing properly
Fixed out of range index in Tribe Create
Enemies now avoid moved scenery, energy pickups and resource added, turrets now cost energy to create, enemys slow down temporarily from a hit instead of permenently. deleted a bunch of unused scripts.
Improved shader gui source cache handling
Setting up shader gui
Added packed version of rust/standard shader
Nuked deprecated standard-hair shader
No longer expose preview data for other entity types (only item & building for now)
Added new building UI modal (open with B)
Toggled RTS cam in editor via F8
removed animspeed minvalue being 0.1 as unnesassary with current setup of movement anims being on a seperate layer
Fixed map button not setting game state properly