19,298 Commits over 1,614 Days - 0.50cph!
Building editor decay slider, fixes
Removed some old random building materials that aren't used
Added decay tint color to building shader, optional dissolve via switch node
Event based audio snapshot support.
More building editor improvements and addons groundwork
Fixed buildings not starting with full hp
audio modifier experiment
Fixed eyes shader
Various UI fuckeries
trying to make branch better but cant edit attachment position
rearranged vertex colour order or on the shelter so builds better
AssetMenu supports grouping func
Attachments editor fixes
More UI stuff
Fixed portrait tinting
Unit portraits lighting improvement and rotatiion sync
Added menu item to open the game config asset in a popup editor (Before/Game Config)
changed clothing shader from "forward" to "all"
Yet another snapshot system.
Removing missing clip from atmospheric music data
Fixed portrait clones not getting the right colors etc from their reference units
tweaks to snapshot lerping
Locked selection, UI tweaks
Player cleanup, now derived from SingletonBehaviour
Player selection works properly in editor when not restricted to tribe units
UnitCollection trigger profiler hook tweak
Some fixes to Desire persistence.
SmartObject persistence removed for now.
Session kill cleanup, reset for UnitPortraitManager.
Sessions correctly save loaded scenes when loading from an existing game zone scene in the editor.
Reduced fog in clear weather
NRE catch in UnitPortraitManager
Building editor addon positioning, prefabs, cleanup
reverting island 0001 as I left some random building assets in there
ItemSetings ItemParameters fields should be initialized in their declaration
Added PostProcessingController script to player/camera
Cleaning up and fixing graphics option toggles
Bootstrap loading tweaks
Enable post processing control for various effects
More graphics options cleanup
Tracker animator uses unscaled time
Fixed NRE in ItemDesire.Matches (Knowledge.CanFindItemForDesire must check dispensable types when evaluating dispenables)
Player singleton fuckeries
Combat now uses spreads rather than chance to hit for projectiles.
Melee combat won't miss 100% of the time now.