223,972 Commits over 3,684 Days - 2.53cph!
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set global ui active again
Compile fix (bad unused directive)
Tile highlights now get parented and positioned with the tile colum in TileView::SetHeight()
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Fixed shitloads of warnings.
Awards go to unique units first then uses duplicate units if they have awards and we're below the requested award amount
Anim controller/anim on awards
Upgrade to 5.6.1
Deleted UnityVS folder cus it was breaking stuff with new version and doesn't seem to be needed anyway?
impulse 200 no longer crashes without an active weapon
basic anim controller and anim setup for game outcome
award panels appear at intervals and have a sound event
Crowd NRE fix for when a unit gets killed by tile fall
Added smoke position offset vector3 so smoke pos can be tweaked per unit
Terrible placeholder smoke effect gets activated/deactivated based on health != maxhealth
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fixed dynamic easing of danger slowdown
Set victory/defeat text colour to be the mathing team colour-ish
SetDestination no longer relies on Navigation callbacks
Fix for awards from previous games not being remoed form award UI
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Debug stuff, testing usable flag change
Added debug drawer for ItemAttachments
ItemAttachments toggles IsUsable on the entity being attached or detached
Added "Is Raw" condition to Find Cookable filter
Let's not have a class with a different name from the filename...
Award definitions can now replace %k with singular or plural keyword
Updated all award definitions to support singular and plural
removed the 0.3 delay in PlaceHolderAttackView that made units with placeholder attack effects feel sluggish
Awards are sorted by unit id first, so only one award is picked at random per winning unit
CombatTracker now directly stores a list of unit ids that get killed
Fixed assists award processor not checking if the enemy units actually got killed eventually (and therefore not actually being an assist)
CookCookableItem can now read the Item key
Autonomous eating meat on stick AI WIP.
Any Target Filter blackboard write is now considered a BehaviourChain target.
Keep Desire fulfillment checks for attached items.
Probably other shit.
character transform fixed
Added Blackboard.Contains
dodge tweaks, input tweaks, level stuff, etc
broken tile detail meshes
progress backup on office interiors
Desires.GetFromPool logging typo
settings button
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity