193,446 Commits over 4,079 Days - 1.98cph!
Added a quick script to make the booster rotate until it has anims.
More friendly-ability range fixes.
Some minor tweaks from Sunday
reduced volume of attack mode clip
Senses unit enabled check
Added BaseEntity.Enabled flag, ignore disabled ents in ECS ticks
further adjusted some launch site props
tagged certain launch site path nodes as 'straightaways'
bradley will no longer turn 180 degrees when on a straightaway (won't get stuck)
Added Booster unit.
Generated unit portraits.
Fixed some target colour issues.
ConditionConsiderationSettings score is 0 if the condition failed
HasDesireSettings editor, validation
Ak, Beancan grenade, Bone club, Binoculars, D Shotgun, M92, M249, Sawnoff shotgun, Semi auto pistol, Semi auto rifle, Stone spear, Wooden Spear, Thompson - Updated to latest rig & added new arms
Each attack definition can now specify it's own CP cost.
Added ResetMovementCombatAction
Gathering for fire improvements.
Clamp npcs to the ground as we are traversing a navmesh link.
Game no longer autoloads the last save
Fixed some issues related to agents getting back to normal movement after completing a navigation link.
ConsiderationSettings.BlackboardReadKeys no longer abstract
Progression widget text fixes
correct materials assigned to the mesh (was only a problem for rebuilding prefab)
update tree to not fall though floor
Fixed bad editor tags in WhatsNewWidget
Fixed TutorialSettings.OnValidate lacking if UNITY_EDITOR
only set tree meshes to no vertex animation after they have been cut down to let stump bend in the wind but not after been cut down
Cops no longer drop stuff when they die
using new placement effect
adding placement smoke prefab
Fixed floor snap
Started to add heights
Added no alley hex 8 variant
Fixed rotation spazzing when picking up units
added PlayHiAnim() to UnitView, now ref that instead.
Unit hit gets triggered when dropping a unit onto tile
Placement effect now plays when dropping a unit on a tile in squad editor
Added DelayedDestroy script to JumpEffect
Moved info card panel display from long hover to hover event
Added scattering/fog support to new explosion shaders
Disabled top and bottom fade masks for unit panel
Improved Tool Quick Search - Now also searches tool category names
Added support for DTextEntry placeholders, DTextEntry.SetPlaceholderText and DTextEntry.SetPlaceholderColor
Spawnmenu search features now use the new placeholder functionality
squad editor unit list now defaults to the large view, clean up
removed debug test output
Can now display a unit's threat map as an overlay via the Morale component debug panel
removed boxes and cones that would get the bradley stuck
adjusted props to slightly funnel the bradley in hard to navigate areas
preliminary engagement path work - don't allow bradley to turn in straightaways
Increased Human max filter target candidates count to 15 (was 10, lower than some animals)
Added an ignore carried items option to BehaviourChainFilter to filter out items held by the unit running the filter
Turned this on for the Gather fuel for fire goal plan, fixes unit's clothing getting evaluated in the filter
Reverted the random peek point I committed earlier