200,540 Commits over 4,140 Days - 2.02cph!
Disable fog of war while in cinematic cam (cutscenes, skip to morn etc)
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Building AI scoring tweaks
Work time consideration range expanded
Subtracting
26515 &
26516 - Fix for players unable to loot dropped items
When in combat people should now drop any person or animal that they are carrying
Fixed effects from campfires being removed improperly
Updated Facepunch.Unity
Updated PostProcessingStack
UI work separating game mode client UI from server triggers. Moved game mode stuff to its own namespace.
fix for PlaceHolderAttackView nre
added ChargerAttackView (not working yet) and set values, prefab
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Fixed a spawn bug with Animals that would prevent them from coming alive.
Merged from clothing branch
Removed helk's experiment code
Agent desired target get/set method cleanup
Removed SetDesiredTarget.IsPlayerCommanded field, use action.IsPlayerCommanded instead
Unit.Knowledge will forget disabled or destroyed entities
more charver attack view + cleanup.
Stole Bill Lowe's WaypointSet from Ruin.
Break behaviour and log if there is an invalid subscription
Support for target marking in AI.
charger trail disabled by default, enabled during charge attack, disabled again after.
MachineProcess will disable entities on deposit, by defualt
First Person clothing works
First Person clothing works with skins
Rebuild viewmodel clothes on clothing change
Merged from /fps_clothes_implementation
new biter model/ mat/ textures / portrait
tweak portrait shader
adding substance material to generate psd from bake
Fixed charger flipping 180 when doing charge attack.
CombatAction now also takes a parameter for the original attack-from tile.
PostAttackCombatAction now uses the attack-from tile not the unit's current tile to do final direction calc.
Fixed server browser randomly missing servers on reorder
Brought back the original tribe threat activity and made it hopefully actually useful
Started on setting up the patrol routes on Scientist Compound using the new Waypoint system.
Added IsHostile marking on BasePlayer. Might move this into the Scientist Comm later for more localized IsHostile awareness.
CanFindStockpileForItem writes to blackboard.Stockpile
Added CanFindBuildingForTarget condition/selector
Building deconstruct interaction is flagged dev only (pending impl)
Added BaseEntitySettings.HideInFogOfWar (any entity can now be flagged to have its visibility managed by FoW)
All buildings, resources (except trees) and units are hidden in fog of war
Fixed fps clothing not being bundled