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Defer Senses flag on UnitCollections will cause collections to route any CanPerceive requests to the leader of a collection
Navigation isStopped safety
macOS: gmad/gmpublish use OSX 10.7 SDK
macOS: Dependants use OSX 10.7 SDK
Fix for burner self targetting sometimes (?)
AI move-attack now correctly checks if units can move
Removed bad knowledge overlay widget entity in view check
Testing entity path validity cache in UDM (once per simtick)
Zone next season setup on first time init
macOS: LuaJIT builds use OSX 10.7 SDK
Burner damage range is now 3-4 up from 2-4
Launcher attack no longer LOS checks units
Foliage displacement no longer creates a second camera (eliminates all overhead)
WeatherWidget listens to events on WorldManager rather than doing a check for season changes every day
Lock camera when large map is open
Fixed Knowledge overlay labels flashing when cycling selected unit
Fixed knowledge overlay labels not showing for entities that were out of the camera's view frustum on activation
Drug zones get displayed on the map.
Update view clone when opening detail view modal
Zone season stuff to partial, cleanup
reworked local games to use Invoke for turn timer instead of system timer, to fix local games breaking on timeout (threading issue)
Can now click on large map icons for GPS directions
macOS: VPC builds use OSX 10.7 SDK & libc++
Added Entity.IsScripted
Fixed timer.Adjust erroring but working
Fixed Weapon.IsScripted's return value
attachmentpoint data for mushroom as warning was annoying
Fixed a condition I broke in the earlier refactors
latest unity fixes additive animation layer bug so turned it back on
Don't send tile hover mouse events to the server when playing the AI
Can now play more than one AI game in a row without it breaking.
Fixed multiplayer mode not working properly.
Version++
removed black mask from speedo masks
reduced size and removed black mask on minimap icons
Foliage displacement can select whether or not to render as a billboard on the component
Switched notification panel
Hide map markers / start effects when joining a mission
reduced size of steam icons and made mask transparent
Scene stuff
Boar and Wolf behaviour and initial rough stats
We now spawn navmesh on adjacent cells to npcs as well, so that they don't run out of navmesh.
Basic fists damage working + extra stuff
You don't really need to aim down sights... of your fists
Fixed some exceptions when disbanding a party
Fixed hunting collections destroying themselves when down to one unit (exposed a setting on UnitCollectionSettings)
Added a hostile check so you can't invite hostile units to a party
NPCs slow down when going to get drugs, if they were previously running
Merge trunk latest into Drug Sell Zone branch
Bear improvements.
Scene stuff.
Better movement/spacing logic for parties