254,388 Commits over 3,990 Days - 2.66cph!
Added workshop canvas / mode
Various PlayerController cleanup, fixed a couple of issues causing duplicated or bogus commands
UnitViewUtility creates _world prefab from clothing objects
KnowledgeOverlayLabel cleanup
Tidying the generation project up a lot
Improved LOD distances in rocket factory interiors.
Fixed map showing when playing demo
Fixed skin errors when playing demo
Reverted AttachmentPointGroup cache array removal, but re-create array on demand in the editor if the size differs from the enum flags length (ew)
Disable OnlineSubsystemSteam
Refactored away the AttachmentPointGroup other occupied points array, allows for editing data at runtime
Removed OnStatsRefreshed debug info
Reset game tips on connect
reset achievement hud on server connect
Updated renderer native library (Linux & OSX)
fixed unit spawning pxc anim
Subtracting my earlier subtraction
Updated native renderer module for windows
Fixed buffer readback alignment issue in d3d11 and glcore
updated export script to work with blender 2.79
Updated some spawn population parameters, increased junkpile spawn attempts
Added SpawnAttemptsInitial and SpawnAttemptsRepeating parameters to spawn populations
Removed another pointless component from the radtown stone ore
Removed spawnable component from radtown ores
Made tocenter debug log unity editor only.
Made a DiplomacyFriendlinessConsideration that scores a relationship from 0-1
Added the consideration to Sleep in Building and Find Shelter in Building so units will be less likely to sleep somewhere not owned by them if the relationship is bad
Player controlled diplomacy now mirrors any relationships that other components have (this might change, still pondering)
removed double sided as couldnt make shadows work with clipping point
Only ragdoll player models client side. Only create death camera client side.
Add bullet impulse to physics entities
CharacterRole refactor into a Strategy pattern. See CharacterRole.cs.