197,445 Commits over 4,110 Days - 2.00cph!
attachmentpoint data for mushroom as warning was annoying
Fixed a condition I broke in the earlier refactors
latest unity fixes additive animation layer bug so turned it back on
Don't send tile hover mouse events to the server when playing the AI
Can now play more than one AI game in a row without it breaking.
Fixed multiplayer mode not working properly.
Version++
removed black mask from speedo masks
reduced size and removed black mask on minimap icons
Foliage displacement can select whether or not to render as a billboard on the component
Switched notification panel
Hide map markers / start effects when joining a mission
reduced size of steam icons and made mask transparent
Scene stuff
Boar and Wolf behaviour and initial rough stats
We now spawn navmesh on adjacent cells to npcs as well, so that they don't run out of navmesh.
Basic fists damage working + extra stuff
You don't really need to aim down sights... of your fists
Fixed some exceptions when disbanding a party
Fixed hunting collections destroying themselves when down to one unit (exposed a setting on UnitCollectionSettings)
Added a hostile check so you can't invite hostile units to a party
NPCs slow down when going to get drugs, if they were previously running
Merge trunk latest into Drug Sell Zone branch
Bear improvements.
Scene stuff.
Better movement/spacing logic for parties
Merge drug sell zones into trunk. Will need a UI update that I'll do in a minute...
Scene stufff
Layer fixes
Torchlight prefab and fx
Cleaned up and refactored a lot of the new party/collection management logic
Less terrain blend stretching
Cobbles don't sound like gravel.
Swapped fine gravel splat for cobblestone
Dragon behaviour and materials
Add input.SelectWeapon( wep )
Some hobgoblin AI and material polish.
Underped skeleton npc behaviour