200,157 Commits over 4,140 Days - 2.01cph!
finished the prefabs for all of the military addons
tweaked some prefab settings for the addons
Switched skins to use categories for rareness/price, instead of setting each individually
Added ActionChainData that the ActionChain forwards into all Actions, rather than just pushing in the Entity reference. This lets Actions "communicate" indirectly, where one Action can store some specific data, and the next Action in the chain can "act" on that data.
Added Find Item Of Type Action to the mix, letting Cavemen find weapons when preparing for the hunt.
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Added better debug control
Disabled Lobby
Roads are now fully textured.
Fixed infinite loop in RainSurfaceAmbience
New Blood Impact FX's
New Stab decals
Fixed blueprint header
Weapon skin capabilities
workshop skin organisation
Removed deprecated amplify motion code
Reapplied delayed stability refresh after load
Tribe no longer creates a TribeStockpile component (retired until potential later use)
Added Unit.UnitEvent and changed OnUnitDeath to a UnitEvent
Unit animation and item related fixes
Added Blood materials and textures
Merged from main branch, that I work on latest changes.
Remove [RequireComponent(typeof(SmartObject))] from Item
FindItemOfType no longer use the deprecated Stockpile (uses Group+Knowledge SOs instead).
Fixed the camera in Wild West
Unfucked sound template recycling
Only updating the correct chunks now. Seems to work.
- Added a UIManager and moved screens over to that
- Gameplay screens are now automatically hidden/shown as other UI screens are displayed
- Player control is now disabled when in a fullscreen UI screen
- Lots of UI code changes
- Gameplay UI now has a working cash display
- Town portal now auto loads the current pipes dungeon test (Area1_TileSet) until I get the real mission/level loading working again with the new DunGen setup
- Title screen text changed to SPACE RUNTS instead of SPACE CUNTS
Removed all footstep impact FX from animals apart from sand,snow and water.
Fix ocean rendering displacement gaps
- Added correct scenes to build list
- Can now quit to menu from game. Game saves on quit. Shouldn't be able to save between missions eventually, but for now...
- Can now quit to desktop from title
- Added a button to title screen to wipe save data incase of bugs
DistanceConsideration re-write
Unit knowledge debug view
- FIxed text overlapping for shop items with long descriptions
- Added a Powerups chance upgrade to upgrades XML (effect not implemented)
Don't clear senses arrays every tick
Starving effect drains health again
More foreach nuking in senses
- Added back/purchase buttons to shop UI
- Purchase button fades out when current upgrade is fully upgraded or you're too skint to buy it