253,069 Commits over 3,990 Days - 2.64cph!
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Fixed wall placement issues
Improved readability of the F2 menu FPS counter and dev toggles
Updated F2 menu dev layer toggles
Species predator list uses WeightedObject
Added DestroyOnUnsubscribe to SmartObject
Added OnSmartObjectDestroyed callback
Improved object destruction in GameManager
Player RMB now creates a Go Here Smartobject and subscribes the selected Unit
Only SmartObjects where ScoreForDecisionMaking == true will be tracked by Unit+Senses (it's on by default)
background loading priority
Added SmartObject GoHere
SmartObject now has an overide for DM scoring
CAT clips and human tweaks
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Fixed load cache not always working
Fixed groundwatch weirdness
Finished basic chat.
Weapon tweaks.
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Added command history to F1 console (navigate with up and down arrows)
Rebaked island 002/003 maps
Throw an exception when asset bundling fails
Fixed some issues we had with new IM. No longer clamps results prematurely, and we now use the SO's position for querying the debug visualization rather than the unit's position.
Disabled warning messages
A few small sound tweaks and second pass on rock sounds
Made IM debug gizmos use custom colors (yay transparency)
Player can select any Entity when playing in the editor
Added NaturalPredators list (of species) to SpeciesSettings
Added some species sepcific IQ preperation methods to Zone+InfluenceMaps, which prepares queries using the afformentioned species data
Reworked IM a bit, removing the flags type enum
Added BeforeDebugObject component , for deferred (not the rendering type but the english word, yo) gizmo drawing
Derived SpeciesInfluenceMapEffector
Split out IQT and IQCT enums to files
Probably some other stuff I forgot
Use editor load methods in editor (not game manifest cache)
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