193,456 Commits over 4,079 Days - 1.98cph!
Fix for iceberg_6 colider error
Fixed players sometimes spawning in harbors
Removed sand from arctic coastline
Adjusted offshore topology
Added icebergs & icesheets (test)
Spawn refresh button in Debug Tools World tab under "biome"
Spawn tweaks
Frozen shipping container prefabs
A bunch of iceberg mesh fixes
Fixed stretched uvs
Stopped large icebergs from culling
input pt3, also removed next turn button event as it wasn't being used (hopefully)
Merge from snow_biome_revamp
Adjusted biome distributions
birch tree mouseover works
Fixed that ice lake 3 was rarely spawning
Improved ice lake 3 terrain blending
Removed Stick and Firewood.
Renamed Big Stick to Stick.
Branches and Logs can now be put directly into the fire.
OnValidate things in SpawnPopulation and ItemSpawner to remove null spawns.
Added DispensableWrapper.IsUsableAsDispensedItem, indicating that the dispenser entity itself can be used in place of the item it dispensers (e.g. in crafting, machine procesess, etc)
added MatchDefinitionDatabase
AI games take GameSettings
When creating a new terrain, store its data maps uncompressed (Unity 2017 regression)
Removed incorrect topology script from rock_med_c forest decor prefab
Monuments only spawn in parts of the map that belong to their tier
Added bounds to MonumentInfo (have to be fully inside the monument tier)
Combat skill gain will now apply the threat bonus regardless of who is attacking or not at the time, also cleaned it up a bit
Added Item.CanBeUsedAs method
Removed target list from Unit.Combat, replaced info class with struct. Refactored a bunch of code
secret_bunker_1 scene setup & files
Derive tangent basis for layers using uv1 (e.g. blend4-way)
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Iceberg material tweaks / heighmap tweak
secret bunkers hatch and frame models, textures & prefabs
Fixed SetDestinationSettings radius modes breaking early due to bad distance check
Replaced Unit.Combat debug logs with EntityComponent.Log variants for auto context/entity log support
Unit.Combat.TryAttackTarget cleanup
Desire removal on GP failure WIP
Entity log clear button, max logs display field
HtmlPanel, awesomium needs js bindings
Monuments default to "all tiers" on their MonumentInfo component
All remaining monuments (like caves) spawn on all tiers
Subtracting unit occluder stuff from main
Cherry picking jarryds occluded units stuff to a branch