193,196 Commits over 4,049 Days - 1.99cph!
Added load_texture_from_cache and save_texture_to_cache
Added asset store heal particle pack, added healer heal effect.
Added CastAttackView which can do damage or buff effects depending on target.
Lots of little ai tweaks.
Tweaks to ore nodes:
-Increased brightness to stand out more
-Sulfur nodes show a more distinct yellow hue
-Metal nodes show more oxydization
-Stone nodes are overall more desaturated, more grey to stand out against other nodes
-Added Gibs models for every node picking stage (to be implemented later @helk)
-Snow biome nodes should be more visible and easier to differentiate
-Nodes are overall slightly smaller
-Cave ores are much smaller
Friendly range indicators
Bin loot. Drug producer tweaks. Options fixes.
Skip packed materials during analysis
Hide the keyboard number key on unit portrait when unit dies
Fixed error when packing default standard shaders
Fixed health bars not updating on tile fall death
Fixed error when packing materials with default metallic texture or RGB-only
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Added UnitListsEventArgs which is used by the range indicator events. Event how receives a list of friendly buffable units and a list of enemy damagable units
MoveState cleanup, fixed the same bugs AttackState had with cursor logic.
Change heal highlight colour slightly
Keeping up to date with main
Know when in cover.
Misc tweaks to ai.
First batch of packed materials (29) for testing
Tiny change in texture packing analysis tool
Changed packing folder again, now final; updated packed sample
added "god ray" markers, fixed skybox clouds, added some minimap ui elements
Yet another merge from main.
AverageSumOfChildren qualifier for Apex
Npcs now know whether they're being aimed at by a seen enemy, and will take appropriate evasive action.
Npcs will scan their surroundings more carefully when in combat.
Use average sum of children scoring with normalization to better balance move options in Npcs.
Allow not showing task complete messages
Updated InfoMessage to work more like Bill's Alerts UI system
Don't destroy items if the pickup failed!
New mission type + some extra tweaks
More item work.
Manifest.
Unit Collections will now store whether they were player created
Party leader will now disband the party if they no longer have a hunt desire and the collection wasn't player created
Fixed the no condition Invite to Party ability being exposed to UI
Various fixes and weapon stuff
WIP cloud layer mesh generation + particles
Added GameDateTime to persistence type model
Added reutilization of packed maps that are combined from same sources
Moved packing folders; rebaked current sample
Reorganized some code
Added invite to party ability to form party goal - a hunter will now form a party if a they have a valid unit nearby to invite
Units will no longer automatically join parties (leaving goal in there for now in case this changes in future)
TimeManager shouldnt be saved with a timescale of 0
Tied automatic party forming to hunt desire and copied some of the considerations from the hunting module
started some MoveState tidy up