200,672 Commits over 4,171 Days - 2.00cph!
Before/StatsEditor basics
Upgraded ppsv2 to latest
Fixed annoying benign glcore compile error (unity bug + ppsv2)
Only vitals can be simulated
Stats editor cleanup
Residential buildings pre-LOD progress
compound scene2prefab
Fixed underwater horizon artifact
Fixed a few shader compile warnings
New career saves start with 2 random mod slots in your inventory.
More help prompt prefab / code / setup.
Help prompts will remember their closed status and not show again (when i get the buttons to click!)
Cleaned out most of the old AI and stats.
Basic implementation of fleeing calculation.
fixed threat calculation taking self and target into account more than once
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Made some fixes to UnitIsBeingAttacked and the associated parts of Combat.
Added IsAttacking condition and used it to gate movement mode AI.
Exposed aggro ranges in CombatParameters and made them more reasonable on a few units.
Last few stats editor tweaks for now
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Fixed vitals getting bad values on startup
Settlement creation basics
Working on getting gang support back in
Fixed menu clicks not swallowing input
Added DynamicDecals
Combat hits cleanup, decal assignment
Wearable prefabs to units layer
Fixed underwater ocean rendering glitch when looking up
Working on adding a gang warfare game mode for testing gangs
Gang warfare test mode mostly working
Join gangs correctly, spawn in gang buildings
Got gang safes working as they used to
Gang warfare mode fallback for scenes with no gangs
Got gangs to serialize and deserialize correctly to clients. Gangs were overriding their NetworkEntityBehaviour ID with a custom gang ID, which meant the server wouldn't match the client, and the deserialize mask would stop it deserializing. Moved the gang ID to a separate var.
Subtracted
26423 (EAC SDK update)
Limit crafting queue length to 8
More sane upper limit for how many items to craft in a single crafting queue entry (limited to item stack size, 10 for unstackable items)
ForceWipe now deletes PlayerPrefs too when triggered.
Made the whole help prompt a button, as well as the X.
Help prompts now close when clicked, and save (to not open again in the future)
Setup some help prompt IDs
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residential buildings LODs
Building material variations
Compound scene update / scene2prefab