200,001 Commits over 4,140 Days - 2.01cph!
camera fix to stop dead space when mouse over interactable object
Unit.Navigation no longer rejects partial paths providing that the distance between the desired destination and the end of the path is within a threshold defined in data (default is 5)
PlayerController focus event no longer invoked for non-player controlled units, fixing an NRE UI.UnitDetailViewModal when playing in debug mode
junkyard mounds LODs/Prefabs
Biter rework: HP 10->7. Movement 3->4. Bite attack ignores armor
Junkyard mounds colliders, prefab update, scene2prefab junkyard
Fixed spectate cam cycling other players
junkyard paths decal meshes
Tribe tracker elements only refresh on demand (via thresholds for mood and health changes)
Group and Entity.EntityActivity event cleanup in OnDestroy
Fixed tutorials loading.
Triggers will now always call Initialize (previously Setup) on game ready.
Moved initialization of triggers listening to static events to OnEnable.
More on animal behaviour ai.
Finished reprojection clipping
Cleaned up frustum culling correction (still needs opt)
Reduced infinite grid cell size to 50m
Fixed occlusion culling not restoring visibility to lod component on distance cull
Cherry picked occlusion culling fix
24227
Refactored player controller to handle a single interactable
chainlink fence is rusty
barbedwire set damage triggers
dungeon fences are shoot through
match reporting classes.
linked match units to career units.
units now take durability losses for playing matches and for being destroyed.
increased team unity starting durabilities when creating a new career.
Game mode update, getting ready for respawn at place of death
Fixed building placement not working
Tribe tracker role icons, animations
Added Before/UI Portrait shader
Fixed portrait clone rotation being set to match a reference unit that is ragdolling
"triggerAttack" is the non root motion attack and "triggerAttackPounce" is the root motion one
wip career squad generation enforcing not broken units
procgen road material/texture tweaks
combat ability min range WIP.
radial now shows when holding right click.
PlayerController cleanup + logging
Radial menu buffers command data and cleans up on deactivate callback
PlayerController only clears command buffers before evaluating new target in MouseOver
Fixed RadialMenuWidget NRE
More PlayerController command buffer cleanup