197,283 Commits over 4,110 Days - 2.00cph!
Started adding moving and attacking to bears
removed trigger from a trigger
Some network entity cleanup
Don't lerp to 0 timeScale when pausing
unmuted torso override layers
AI attacking and moving in separate modules
Fixed some bugs related to Socials, things are still a bit broken though.
Lighthouse loot spawn setup and LOD cleanup
UnitView/HumanView Update & LateUpdate animation code is gated by TimeManager.GameSpeed
Unit effects UI widget stuff
More camera dampening fuckery
Socials should break now if an invitation is declined and there's only one participant in the social (eg. it's creator).
set grab damping to 10 to match move damping stop acceleration when dragging and releasing before reached the target
Updated truck painting, no longer uses pixel arrays because they are lame
Unit effects UI widget animations
Split vehicle interface out into a separate partial class to match this project's coding style
Added clientside init for NetworkEntities, enables colliders if present.
Got my fancier test map back
Herd fleeing fixes and tweaks
Added some stuff for herd fleeing
Fixed KnowledgeOverlayWidget not actually filtering out entities that are beyond the max visible distance for the UI to display
BestUnitToFormCollectionSelector refactor
Added UnitInCollection Condition
Animal-HerdMovement AI module tweaks
Debug tools senses overlay improvements
Cave roots and ivy: texture set/material
Added debug log for selected unit when SetDestination breaks due to GetDestination failing
Fixed debug tools window sometimes not picking up player selection
PlayerController now deals with Knowledge Overlay UI elements via IInteractable
Merged with networkupdates.
Fixed KnowledgeOverlayWidget labels not being properly scaled during init
Entity.Stats.ApplySkillGain only logs to console when the unit is selected for debug
Cleaner up GameManager GUI bootstrap when playing directly from a game scene in the editor
Enable Projectile before we fire it
Debug fuckery
Projectile uses deltaTime for elapsed time again