193,446 Commits over 4,079 Days - 1.98cph!
Rocket factory / Fixed Lodding issues / added lights to mark usable doors / added broken windows near makeshift walkways
Changes to evaluation target things.
DecisionContext.GetEntity is now passed into the evaluation methods.
Consideration and Condition now take self and target instead of EvaluationTargets.
WIP changing all the considerations and conditions ever.
Only move building to new ID if it was split, not whenever block is removed
When placing block, refresh building ID only if connected blocks mismatch
Seems to be working properly. Needs improvements though.
Fixed morph cache mesh overallocation
Added debug.morphCacheMem to display morph cache memory footprint
TooltipElement NRE fix when parent screen has no tooltip widget
Downscaled a few textures
Optimized rocket factory walkways geometry
Various Scenario Editor bits, removed game_scenes config file and related code
Scenario editor time controls, hour scrubber
TreeModelEditor exposes search terms for mesh fields
TreeModelEditor for quicker setup
Northern snow and ice work
added target filter to UnitSelection, attack targetting checks it.
chromium asset://mapimage handler
Game mode can override camera profile
junkyard - base scene setup and autospawn prefab
Fixed recurrent GC alloc in SelectedBlueprint.Update
Getting towards normal usage
Admire animations - adding to DB
Fixed recurrent GC alloc in TSSAA
viewmodel prefab update - removed 'apply root motion' from animators
Commented world model check in GetFootPlacement (gc alloc)
Fixed beard sometimes not showing
deco for door and windows, models/gibs/prefabs
Simplifying mission code by removing personal character missions (at least for now)
Correctly show gang missions on the map
Removed all individual player mission stuff, with some refactoring to support it. Gang missions only now. Container types implement a new IContainer interface.
Fixed wolf not being carryable
RTSCamera now remembers what unit it was following when saving/loading
adding wip hologram shader for squad editor
fixed see though unit render bug
AI debugger now shows Goal Momentum
Agent debug panel now shows goal momentum
DecorPopulationSettings OnValidate removes null prefabs.
DecorPatch warns if there are no prefabs.
Fixed camera controls not working
Replaced all OR conditions with ConditionGroups in OR mode.
Node editor now shows the condition mode.
Changed some conditions to use GetEntity instead of Target.
Disabled some filtering and validation of conditions pending a check for blackboard key targets.