200,183 Commits over 4,140 Days - 2.01cph!
Formed an opinion on how to fix the time controls in a more satisfactory manner.
put the animator bool name back
AphaRaycaster from the asset store cause I'm too lazy to make it work myself. Yay
Radial button prefab error fix
Fixed movement order FX not working for all selected units
Added Event music bundle for tribe member death + trigger
Relationships debug actually shows us data
TribeMemberActivityTriggerSettings flagged Music
Fixed event music only working once.
absorb update 2 -- 9/02/16
apparently I made changes
AI Designer can now filter module list by a selected Unit and displays module listing in the editor sidebar.
Also a bunch of other misc editor fuckery.
Things now show up in the data browser again
Combat Ability selection tweaks
tweaked some weapon ranges and procs
Fixed Sleep Time
Tweaks to Sleeping and Breeding
Blocker is now on blocking layer
CorpseCreator logs error when Item has no corpse component
Fixed Item "Generic Corpse" not having the Corpse component
Splitting vehicle controller out into a generic vehicle base plus a car-specific subclass. Fixed missing shader ref on Bloom.
Killing warnings from TOD plugin. Figured "that shit" out.
Killing warnings (unless they look relevant to recent work - i.e. Building editor) by fixing them. Making it easier to see if *I* mess something up.
Disabling scene save hook that updates list of valid game scenes
Testbox is default game scene for now
Rebaked Navmehses for testbox to match game scenes
Debug overlay fixes
UIScreen requires a CanvasGroup component, UIScreen.IsActive setter no longer calls gameObject.SetActive, instead uses CanvasGroup
Added IUIElement interface, for parent UIScreen assignment during UIScreen init
Tooltip is no longer global widget, each UI screen now has
Fixed potential NRE in WeatherWidget.UpdateText
Added a Dummy spawn to testbox
Foldable combat ability drawer
Fixed NRE related to tooltips
GPV slot debug doesnt require decision logging to be enabled
HumanController.Combat attack state transition consistency
Animation debug logs for debug selected units
UnitAttackState state machine behaviour, callbacks and timeouts in combat reworked
Removed some missing components from TOD prefab
Debug logging in ItemActions
Combat debug when calculated projectile velocity is nan
Compile fix
Projectiles use fixedDeltaTime