200,010 Commits over 4,140 Days - 2.01cph!
doubled all healths and damages, block now does 1 dmg instead of 0
Updated doors. Now uses playable API and switches animator on / off properly. 2-3ms per frame saving.
Removed "IsPlayerDesireDriven" flag from GoalSettings, no longer gates GPV construction failure events in UnitDecisionMaker
Flagged also goal plans to invoke events by default...
Tribe trackers use EffectsList
Fixed hover animation issue on tribe trackers
Commands widget category toggle button sounds
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Experimenting. This disables animators and some other things on characters outside of the player's view frustum. Has some promising effect in editor but seemingly very little effect in actual builds. Also bugged I think as I've seen NPCs stuck frozen in place.
Fixed my frozen NPCs bug. Everything looks seamless now
SmartObject.CanSubscribe no longer checks for existing subscriptions
wip tileset changing stuff
Using anim hashes on all character anims now.
Removed useless smartobject subscription cleanup from GoalPlanVariantSlot.TrySetGoalPlanVariant
Fixed MachineProcess.IsAvailable never being set back to true when the items are removed or used
Improved machine process availability checks (cache dependency state)
FOR FUCK SAKE shaderforge
FOR FUCK SAKE tweak temple tile textures
Human/Hunting AI module has "Is Sleeping == false" condition
Increased momentum drain on idle goal plans
FOR FUCK SAKE removing board
Added some debug logging for selected unit subscription changes in SmartObject
BehaviourChain.SetActive active returns if CreateInteractionBehaviour fails for any reason
Replaced BehaviourChain.CurrentElement property with GetCurrentElement method
NRE catch in PlayerProgression.OnUnitGoalChanged
GoalPlanVariant.SetActive and BehaviourChain.SetActive both return bool, better handling of failure
BehaviourChain.Break calls CancelSmartObjectSubscriptions before breaking the currently active behaviour
Removed old call to BehaviourChain.CancelSmartObjectSubscriptions
CancelSmartObjectSubscriptions should be called consistently from BehaviourChain with respect to IsBroken check.
Remove dangling CancelSmartObjectSubscriptions from Agent+Behaviour (from past reservation logic).
BehaviourChainElement handles smartObject unsubscription
FuelToEffect.AddItem only adds time to the process EndTime when already running, else we let StartImplementation do the calculation
Fixed machine process being stopped in Tick due to stupid code
BoardView now sets tileset render settings
Rocket facility site / roof buildings, doors, warehouse interior, windows
Show invoke handler tasks with "perf 7"
GPV score comparison logging
ServerVar is always ServerAdmin = true by default
Added ServerUserVar (1:1 replaces [User])
Updated old convars to use new attributes
ServerVar is always ServerAdmin = true by default
Added ServerUserVar (1:1 replaces [User])
Updated old convars to use new attributes
Small improvement for NPC collider updates.
Fix for NRE when opponent hovers empty tiles
Added Facepunch.UnityEngine for TimeWarning class
Merge from invoke_handler