200,015 Commits over 4,140 Days - 2.01cph!
Play move command FX at the correct position when you have multiple units selected
Don't validate effects on removal, you fucking chump.
Fixed movement effects triggers
Made tutorial tasks be a separate thing from player tasks and added basic UI for it
Trigger names for clarity
human stutter injured fix
FOR FUCK SAKE factory room with startroom
Action.OnUnitFlagChangeSettings state handling
Only spawn one FX per player move command, regardless of selected units count
Random unit destination in radius is scled by number of units
Action.ConstructBuildingSettings state handling
UnitView root capsule collider is trigger
AI data pre condition refactor tweaks
Written PH icons for effects
...filtered so that you can actually read them
Conditions refactored to use a single type, like Actions earlier
White move orderf FX
Considerations refactored to use single class
Resharper temptaes updated
Minor selector/desire tweaks
TakeFromDispenser.OnMinute event listener removal
Fixed errors on tribe create UI screen
Dispenser replenishment tweaks
Moving shared functionality between various task widgets into base functions.
Desire condition and filtering improvements
Cleanup pass on all DSE content eval target settings
Looks like tutorial stuff is working now. Updating for better testing.
Added death activity triggering and modified kill deer trigger to listen for this.
Cursor stuff (isn't great yet because reasons)
Tags and Behaviour Groups
FOR FUCK SAKE rotorz tile for minimap
FOR FUCK SAKE teleport fx, removing loop
Merging update for Hapis/Savas islands
Melee distance padding tweak
Fixing some material import settings (as discussed with Vince)
Mortar (need to check shader - it goes invisible when applied)
Patrol helicopter server gibs entity bounds
Fix for invisible materials in empty scenes
FOR FUCK SAKE room script to setup floor for minimap render
FOR FUCK SAKE room prefab
Conditions and Considerations must define their EvaluationTargetTypes property in code, no longer defined in data
Selectors no longer take an EvaluationTarget param in their Query method