19,298 Commits over 1,614 Days - 0.50cph!
fixing animal fps fps bug fix
changed end frame of human smile anim
Unit detail view groundwork, UI cleanup
Unit sounds are disabled at game speeds above normal (exposed in config)
added some twine to a hand axe to make it more obviously not a rock
Detail view improvements, proper modalness
Cleaned up building editor scene
Fixed some issues with popup editor asset creation and AssetMenu not being aware of the type it's dealing with
Added skull addon test
Buncha UI fuckeries
Fixed a bug with the radial menu that would cause incorrect command names to be displayed
Fixed a phantom tracker lingering in the tribe tracker UI widget
Fixed a bug that caused corpses to disappear when placed on the fire
Fixed buildings appearing properly complete when placed by code or via debug panel
Add UI/Default Font to included shaders
Removed SE screen space shadows
Fixed shader error related to UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV
Fixed sampler limit shader error in "Before/Standard Blend With Terrain"
UnitVoiceDefinition OnValidate no longer uses Resources.LoadAll to validate that all sound types are mapped
Added basic support for stat value mapping to body morph weights for humans
Basic Combat persistence.
Save testbox without splat paint mode on
fixed the mouth bones being broken (was mapped to eyes and jaw in avatar settings) + merge
Deleted event mixer modifiers and asset with missing script
Fixed LastThrownWeaponSelector missing RequiresTarget property getter impl
Fixed TraitSettingsEditor NRE caused by missing fields in TraitSettings
Removed UnitVoiceDefinition.OnValidate stuff that was causing warning spam
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BaseAssetEditor no longer does ref count update in OnEnable, only on demand when user clicks the Find References button
idle pose blend for when people are strong
set building shelter hides to decay to be 1 instead of 4.something
Fixed some bad state handling and resets in Effect
Nested Dispenser classes to files, cleanup
Added AudioSourceTypes.Effects, prefab to audio manager config
Fires audio FX are on the Effects channel
FixedArray cleanup
Removed IUnit.GetEffectsList cause it's useless