193,465 Commits over 4,079 Days - 1.98cph!
Removed some rally related assets
Remove RallyGroup action (pending refactor of how we handle this kind of group based command)
Fixed AI module editor not allowing conditions of certain types to be added to the DSE
Generated names are now owned by EntityManager so that the pool of names is used for all humans, not just the player tribe.
Fixed the broken tree stumps.
combat debug panel shows if target was player commanded
Jewellery for testing.
Manifest.
Random stuff.
merge from release to main
tweak background shader for screen ratio deformation
Don't work with imperfect position information for AI.
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Eliminated some GC from logging player deaths
Fixed party members not actually getting their combat targets set to the leader's one
UnitIsCollectionMember data fix
Skill definitions can specify attribute gain params in data
Added Role preferences to personality defs, which give different people randomised base weights for certain roles
Attributes have a calculated soft cap
Nixed a load of shitty placeholder beliefs and added some new personality types
Roles refactoring and cleanup
Hide unit path widget when UI in modal state
added tutorial screen for Find A Friend
EntityManager update gate
Subtracted
23551... you win, unity
A bit of optimization with respect to navmesh obstacles when nav_disable is true.
Removed Role scoring from DM.
Added a Consideration for it.
Merging in global+water reflection fixes and optimizations
More strict disabling of AI when nav_disable is true.
NPC Players samples less positions around them for better optimization.
update font material on menu button
Some gc optimizations in NPC Player.
NPC Player should use same area mask as Animals for now.