193,446 Commits over 4,079 Days - 1.98cph!
Disabled Steam/Facepunch Integration in edtor
Reindeer antlers headband lowpoly and textures
tree smoke no longer loops
EntityTransform stuff re enabled for now
updates to vm admire source
Fixed bad profiler sampling in BehaviourChain.CreateInteractionBehaviour, UnitAttachments
Removed FollowCamera
Renamed RTSCamera to GameCamera
ScenarioDefinition holds GameCameraProfile
Fixed missing StatMeasurementEx.Evaluate profiler sample, improved samples for this method
Fixed a bug with DToolTip that prevented Panel.SetTooltipPanel from working properly
Item stuff & cleanup.
Manifest.
Additional building proximity checks
wip environment adding some texture/model/mat
FX marker
Fixed bad target switches for Condition.UnitIsBeingAttacked usage in various combat goal plans
opponent action highlight wip
Unity 2017.3b9
Session type enum moved to Session
PersistedSessionMetadata stores Session.Type, custom scenario path
SaveLoad.GetSaves can specify session type
Remove duplicate .animator field in UnitRoleWidget, RadialMenuWidget
Fixed UIWidget activation issues
Take damage sounds now actually works properly when attacks are initiated on server (by npcs).
testbox now uses testbox game mode
First pass on take damage sounds.
Various interface things.
primitve loot box fbx update, now has a basic bottom
New building proximity checks to counteract wallstacking / honeycombing exploits
Fixed talent level unlocking.
New writer works. Need to cross reference performance with old writer.
Correctly end previous optional tasks when a later task is completed - Correctly end previous optional tasks when a later task is completed
Missions: Remember tasks even when they're already done, in preparation of being able to backtrack
Fixed a bad target blackboard read in SleepInTerritory
Added a Select Random Position in territory so that the animal would actually go to it's territory to sleep