254,763 Commits over 3,990 Days - 2.66cph!
Progression widget text fixes
correct materials assigned to the mesh (was only a problem for rebuilding prefab)
update tree to not fall though floor
Fixed bad editor tags in WhatsNewWidget
Fixed TutorialSettings.OnValidate lacking if UNITY_EDITOR
only set tree meshes to no vertex animation after they have been cut down to let stump bend in the wind but not after been cut down
Cops no longer drop stuff when they die
using new placement effect
adding placement smoke prefab
hack so cores/pixelgroups line up better with pixels
chainedgun states and laser
improved chainedgun patterns
invuln spiral pattern
armor opacity depends on layer, base armor doesnt have to be default
playmaker callmethod repeat toggle for clarity
combined wait time in fixedcallmethod
chained gun setheavy
mass affects physics force
chainedgun 3rd form patterns
chainedgun pxc colors
chained level on menu
gun starting angle fixed
player mine gun
stage bulleteffect handler
bullet keyframe effects, repel player/bullets
bullet mass
refactored some pattern shooting from pixelgroup to stage_bulletpatterns
bullets can spawn mirrored/doubled patterns
patterns can move their bullets with them
patterns can exist until all child bullets have despawned
relative mouse aiming has less rigid radius
pattern rotation speed abs; patterns that follow player start aiming at player
fixed player-aiming pattern start angle
changed pattern mirror modes
tweaked controls
removed non-relative mouse aiming
Merge branch 'master' into options
Fixed floor snap
Started to add heights
Don't show day in analytic reports
Added no alley hex 8 variant
Fixed rotation spazzing when picking up units
Fixed sending beta code returning error
Updated updatedtime automatically on roadmap
added PlayHiAnim() to UnitView, now ref that instead.
Unit hit gets triggered when dropping a unit onto tile
Placement effect now plays when dropping a unit on a tile in squad editor
Added DelayedDestroy script to JumpEffect
Moved info card panel display from long hover to hover event
Added scattering/fog support to new explosion shaders
Replicate view offset to server so it has correct aim position
Disabled top and bottom fade masks for unit panel
Improved Tool Quick Search - Now also searches tool category names
Added support for DTextEntry placeholders, DTextEntry.SetPlaceholderText and DTextEntry.SetPlaceholderColor
Spawnmenu search features now use the new placeholder functionality
Placeholder support for DTextEntry
It's HACKy
Improved Tool Quick Search
Now searches category names too
Fixed potential Menu state errors
Updated Lanuage Files
squad editor unit list now defaults to the large view, clean up
Smooth view when stepping up/down
removed debug test output
Can now display a unit's threat map as an overlay via the Morale component debug panel
removed boxes and cones that would get the bradley stuck
adjusted props to slightly funnel the bradley in hard to navigate areas
preliminary engagement path work - don't allow bradley to turn in straightaways
Increased Human max filter target candidates count to 15 (was 10, lower than some animals)
Added an ignore carried items option to BehaviourChainFilter to filter out items held by the unit running the filter
Turned this on for the Gather fuel for fire goal plan, fixes unit's clothing getting evaluated in the filter
Reverted the random peek point I committed earlier
TargetFilters will now peek into the target array at a random point rather than starting 0, helps when dealing with large (10+) filters to ensure items that are at the end of the array get a change to be selected
New gathering for fire AI WIP (DM disabled for now).
Value For MachineProcess is now a mode of EntityValueConsideration.
removed non-relative mouse aiming
fixed player-aiming pattern start angle
changed pattern mirror modes
tweaked controls
Removed confidence from decision scoring