255,169 Commits over 3,990 Days - 2.66cph!
Fixed line issue with reporter
Moving stuff
Cave gravel models/Prefabs
Cave small rocks prefabs
Material tweaks, dressing
Added connect options for local/ec2
simplified tortoise improved rigging to add a ragdoll, athough it behaves oddly and snaps back to spawn point on death
Poolables now use IDestroyEvents
Disable shadows on unit portait cloned views
Seperated LookAt and FaceTarget into distinct Action types,
Expand/Collapse all in DataBrowserTab (GOTY 2034)
Increased culling ranges for some layers (units, buildings, world)
Refactored UIManager cursor state handling, support for overrides
Added a bunch of logic for cursors states in PlayerController
Effect "Add Conditions" are evaluated in EffectSettings.CanApply
Added BaseBehaviourPlanSettings.CursorOverride field, does what you might expect
Added BehaviourExposureTypes enum, cleaned up how we control Player/AI behaviour exposure
Fixed some Abilties not being correctly evaulated by the player controller prior to populating the radial menu
Selection indicator tweak.
Automated Linux DS Build #428
More work on breeding, though not quite working yet (seeing breeding groups with single participants).
Hid emote and ponder from action queue UI.
NetworkEntities now only serialize components that are dirty.
Automated Windows Build #428
Automated Linux Build #428
* Added Is_Angle internal helper ( to be consistent with Is_Vector, etc )
* Angle() global now works the same way as Vector() global, i.e. Giving it an angle object will return a copy of it, etc
cherry picking diogo's fix to 4way blend
rock_ledge model/textures/LODs/COL/Prefab
Fixed spec/metallic blend layer toggles not activating keywords
Nixed energy drain from activities.
FOR FUCK SAKE asset scale change
DebugUtility won't do shit when entering playmode if there's no Zones in the scene
Unit.Animation.FaceTarget tweaking
AvatarPostprocessor rename
StatManipulatorParametersDrawer no longer tries to access TimeManager instance properties in Editor code, causing a stack overflow :
Building hooks into TimeManager events
improved wood hut ground shape
isHugging and isMakingLove placeholder anims
Added Amplify Shader Editor beta
More work on Ritual Social. Added RitualModeType enum in code... should probably look at ways to do this in data (using Definions and Simulators possibly), but this is good enough for a first pass.
Working on Social Ritual.
Merge from ambient_light_volumes
Added back in the idea to append ManagerSingletons to the GameManager gameobject, but did so in a safe way that can't cause infinite loops.