241,176 Commits over 3,867 Days - 2.60cph!
Fixed placement ghost flickering due to rain
Fixed NRE in BehaviourChainElement
UnitDesire target death listener, commented out Unit.Combat.OnKilledUnit desire handling for now
Hooked up gamespeed sounds
Fixed missing refs on PlayerCameraEffects
Fixed Combat.RecieveHit not handling desire fulfillment checks properly, moved to a callback
HideInInspector on DataParameters.Id
Re-wrote DynamicDOF to use the built in unity thing, only with modes and lerping and all that bollocks, scion can get fucked.
Done a pass on some unit hostility checks.
Removed afformentioned scripts
Restored some accidentally deleted scripts on camera
updates to vm crossbow anim source
Tweaks to unseen attacker repsonse
Fixed territorial animals not returning to territory, the dicks
Unit UI widgets listen for death and fuck off when they should
Fixed DebugTools stats input not correctly calling set methods and thus not invoking stat changed events, wankers
Human overlay materials now hooked up to health properly
updated child and female view models
Seek Out Attacker blackboard read
Fixed unresponsive UI in BehaviourChain element drawers when a nested behaviour editor was expanded
overlay mesh to child and female
BehaviourElementEditor twaeks
Updated human male view
Some AIDesignerLayout comments for sebov/ptrefall
Reset Unit.Animation params on death, hopefully.
HumanView face overlay hookups for damage, and eye shader mood links
renamed human_male_damage to human_male_overlay
airfield work backup
hangar WIP models
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Assigned new task complete SFX
Added more stats to serverinfo
Updated Facepunch.System to latest
- Level select screen UI is now dynamic and built from scriptable objects
bonus obeys maximum limit
Edit AI modules settings directly in AI Designer without having to inspect the asset in the regular unity inspector
Fixed NRE in SQLite
Fixed SendMessage being used to call OnAttacked instead of calling directly
More memory optimizations
Added "Equip Weapon In Combat" GoalPlan to the Human/Items AI Module
Replaced some bools with an enum context setup in BeforeEditor
Behaviours can be edited in-line/nested in the AI Designer BehaviourChain view
Network allocation tweaks
Network allocation tweaks
When we equip a weapon, that weapon's first (combat) ability is automatically set as active combat ability in Combat+Callbacks.