193,474 Commits over 4,079 Days - 1.98cph!
null check current snapshot when changing game state in audio manager
target filters inside conditions and considerations should now show up in the AI debugger
Fixed tutorial widget not loading properly
First try preventing animals walking through closed doors at monuments.
started refactoring some charge code out to be reusable for any kind of knockback/push/charge attack
mac unity useprefs ignore
Skip portrait render requests for dead units
Tribe tracker portraits remain clickable after a unit dies
Fixed woodcutter role not being unlockable
Distance considering pathfinding check range exposed via global AI config, reduced and made human only
Distance consideration is used only by humans
bullet hitting water / water bomb fx
Tooltip positioning thing
Removed role score conditions since they're unused, hid the skills list in editor as they're also unused for now
Cleaned up query api usage on flares and outline for readability
Occlusion queries limited to windows only; excluding it to investigate linux CTD
Cleaned up some hiz culling shader portions for readability
Logs stockpile unlocks with standard buildings
Fixed some other spawners
Fixed stone spawner near tribe start on island 1 not having physics enabled checked
Moved tutorial widget
UI tweaks
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Version ++
Role assignment sounds
ActivityManager static init (fixes activity subscriptions not working during asset warmup)
Portraits use mood as background, added health vital meter that shows when < 100%, pulsates when < 50%
foliage works withoutline (needed to resasign textures to materials)
merged to release for steam
Subtracting objective unlocks stuff
Fixed post game back to menu buttons
made radial menu popup instant if you move the mouse while holding rmb