240,795 Commits over 3,867 Days - 2.59cph!
phrases, manifest, loot tables, et al
bota bag can fill from the world
bota bag cheaper and default blueprint
waterbarrel holds twice as much
halved max calories/water held by players
increased reliance on calories/water for players
decreased bleeding damage
added large water jug
▇ ▊▉█ █▍▆▌ ▅▍▄▅▊
!█ ▇▍▉▆ ▋▆▌▌▊▍
▅▋▉ ▆▊█▇ ▍▆▍▌ █▍▊▌█▊ ▌▌▇▇▄▊▌
no sprinting when dehydrated
use more calories when running
can drink from the world
Map masks for water drinking feature.
█ ▋▇▇▆ █▄▌ ▊█▄▆ █▉▅█▆▋▌▌█▌
▇▇█ ▆▄▋▋ ▋▌▄▌ ▄▆▊▆▇▉ ▊▊▍▄
- removed unused pathfinding plugin
- removed unused play maker
- Updated Particle Playground
Ported Unit+Morphs to a component
▄ ▆▌▇▉ ▌▆█▆▆▋ ▅▌▅▊ ▉▇▌▄▋▄▄▅▅
▍▉▇ ▌▅▋▋ ▇▌▅▍ ▌█▋█▉▉ ▇▍▇▄▄▋▍
Automated Linux DS Build #303
Automated Windows Build #303
Automated Linux Build #303
▋ ▇▋▌▊ ▍█▍▅
!▌ ▌▊▊▋▉▍▆ ▅▆█▄ ▋▇▉▊▄
▇▅▄ ▇▆▅▊ ▇█▅▆ ▉▊▉▍▇▍ ▅▋▅▅ ▅▆▇
When we explicitly set the value of an entity/unit component, make sure it's checked to true, that we don't try to look it up on get.
Made EntitySettings.OnEnable virtual
Unit.Audio overrides base methods
- Massive purge and rework of the way levels/areas are handled and levels built.
- Removed all the MissionBuilder stuff and integrated the relevant bits to LevelBuilder.
- Removed loads of mission shit that's not needed anymore to clean up the whole process.
- Removed some area flows and started to streamline the whole area setup shit too
Unit view audio settings on prefab
Rename in StatMeasurementTriggerSettings
Some more work on Confidence in Decision, started working in bookkeeping of cancellation history for goal/goalplans.
Added GetDepth to TerrainWaterMap for Helk
Fixed SWEPs not appearing in the weapon selection
Let's just try casting an entity/unit component once per entity/unit.
Fixed a part of Unit.cs somehow being set to the previous version and causing an error.
Automated Linux DS Build #300
Audio component now actually works, and I also actually included the new files this time around.
fixed orientation of arrowhead on the crossbolt viewmodel
Automated Windows Build #300
Tried to make an audio component, but it doesn't work yet :(
improved the bear attack animations
improved the horse attack animation
tweaked the blend values for the horse and bear so they transition a bit smoother out of certain anim states
Character preview anim source files
removed sneak end time to stop looping/stutter and added warthog as seperate unit(needs to be split into seperate fbx soon)
Changed the broadcast method
Race can be won
Added Race UI