200,443 Commits over 4,140 Days - 2.02cph!
Physics mats for my test map, so I can test stuff with decals
replaced vending machines to NPC vending machines in level
scene2prefab
Added scientist spawns and patrol prefab to level
Navmesh setup
Scene2Prefab compound
big bag o changes
scene2prefab compound
compound terrain blend map tweak
Fixed monster_scientists always having random skins in all cases
Compound walls / added additional LOD level
bug fix for help prompts listening for events when they shouldn't
Internal SetModel changes clientside to do with automatic SetCollisionBounds call
Added Fight chance override for ages / genders.
Stags now have some chance to fight
NPC turrets ignore NPCs when targeting.
Entity.GetSequenceMovement Is now also shared
Moved viewmodel clothing meshes from prefabs/arms to their respective clothing folders.
wip collectable coin drop stuff for career mode matches
Reduced penalty for targeting fleeing units.
Merged methods for enabling and disabling avoidance into that property that also does it.
Commented out the avoidance fuckery in navigation tick.
coin layer change, max active coin cap of 3
static small water catcher and t2 bench
Improved hostility checks for Scientists.
wolf backwards root motion (for testing)
Animal idle wander AI re-enabled
Better wall stacking prevention via new building proximity component (reduced false positives and false negatives)
Fixed client / server time offset being wrong when the client has been running longer than the server (regression from 26545)
loading platforms final models/prefabs
bag o changes
scene2prefab compound
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rat meat and skeleton mesh
compound shops and stations decals
scene2prefab compound
Compound emergency stairs meshes/coliders/prefabs
replaced emergency stairs with final prefabs
scene2prefab compound
coin collect fx, audio, floating text and now awards career cash at the end of the match.
Rusty texture variant for compound scaffoldings
Workaround for using half height floors as shelves behind doors / wall frames
Improved water shader and materials to replicate IOR closer to water
Added underwater reflection and proper IOR-based fresnel
Added control parameters for near wave normal and displacement scale
Fixed regression in caustics when underwater (needs proper water volume)
NPC vending machine tweaks
Terrain matching now supports arc roads
Tower scaffolding mesh/lod/prefabs
Units are assigned to first settlement created, subsequent units are added to the closest settlement
Settlement creation UI
Unit rotation util stuff moved to UnitView
Split UnitView appearance stuff into a partial
Moved Action.FollowCombatTarget's sim tick logic to the frame tick impl
Settlement UI in world space
tweak biter
adding base animations / controller