200,699 Commits over 4,171 Days - 2.00cph!
Merged latest occlusion culling with infinite sparse grid
Removed static decor from culling
deubg logs, fixed ranger hood
removed player aiming state
fixed creepy smiling people
Converting NPCs to Apx-based brains
FOR FUCK SAKE unit texture/material
!A wip unit prefab
AI trucks no longer show in the player list
Basic Apex-based random walk brains working for NPCs
player tempalte root collider
Handling inputs - facing in walk direction
Don't need random walker anymore
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Resolves #55. Explosions now ignoring ragdolls .
Enabled projection on ragdolls as it fixes some other issues with ragdoll glitches
fix for default formation
Basic AI for pedestrians fleeing crime
made ceiling lights brighter
reduced cost of water bucket
fixed a bunch of plant growth issues
can add water to planters for increased yield
added black loot box
ceiling lights no longer turned off by water exposure
added new purple box (simple tools, armor and weapons) to junkpiles, mainly found at vehicles
increased oil barrel yield but decreased oil barrel spawn frequency
water properly increases plant yield
merge into main
protocol++
plant entity profile samples
Launcher unit setup. unit tweaks
Sound test on minion attacks.
Fixed that some small static rocks were never culling
Fixed lootpanel missing references
avatars for human minions
Fixed the complete mess of our loot prefabs, added proper culling for everything
Network++
Fixed stone hatchet invisible in workshop
Item store auto pricing (based on age)
Relationship system callbacks made optional via flags in data (animals don't need to have opinions on each other
Added a bunch of profiler samples while GC hunting in Trigger evaluation callbacks
Fixed Unit.Physiology.BaseScale not being used when settings View scale in Aging component
Split DecisionMaker into a partial, cleaned up internal methods adding some debug logs for fresh decision allocation
Improved DecisionMaker decision clearing