200,687 Commits over 4,171 Days - 2.00cph!
Fixed some cursor image logic bugs, support cursor now correctly shows when healing and attack cursor when targetting a friendly unit with an AOE dmg
Fixed the longstanding bug where attack hovering units after a tile or attacking unit doesn't show the attack cursor correctly
added SupportColour and SupportAreaColour color properties to BoardView for tile highlighting, set better but still placeholder colours.
started some MoveState tidy up
Tied automatic party forming to hunt desire and copied some of the considerations from the hunting module
TimeManager shouldnt be saved with a timescale of 0
Added invite to party ability to form party goal - a hunter will now form a party if a they have a valid unit nearby to invite
Units will no longer automatically join parties (leaving goal in there for now in case this changes in future)
Added reutilization of packed maps that are combined from same sources
Moved packing folders; rebaked current sample
Reorganized some code
Added GameDateTime to persistence type model
WIP cloud layer mesh generation + particles
Various fixes and weapon stuff
Fixed the no condition Invite to Party ability being exposed to UI
Unit Collections will now store whether they were player created
Party leader will now disband the party if they no longer have a hunt desire and the collection wasn't player created
More item work.
Manifest.
New mission type + some extra tweaks
Don't destroy items if the pickup failed!
Updated InfoMessage to work more like Bill's Alerts UI system
Allow not showing task complete messages
AverageSumOfChildren qualifier for Apex
Npcs now know whether they're being aimed at by a seen enemy, and will take appropriate evasive action.
Npcs will scan their surroundings more carefully when in combat.
Use average sum of children scoring with normalization to better balance move options in Npcs.
Yet another merge from main.
added "god ray" markers, fixed skybox clouds, added some minimap ui elements
Changed packing folder again, now final; updated packed sample
Tiny change in texture packing analysis tool
First batch of packed materials (29) for testing
Know when in cover.
Misc tweaks to ai.
Keeping up to date with main
MoveState cleanup, fixed the same bugs AttackState had with cursor logic.
Change heal highlight colour slightly
Added UnitListsEventArgs which is used by the range indicator events. Event how receives a list of friendly buffable units and a list of enemy damagable units
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Fixed error when packing materials with default metallic texture or RGB-only
Fixed health bars not updating on tile fall death
Fixed error when packing default standard shaders
Hide the keyboard number key on unit portrait when unit dies
Skip packed materials during analysis
Bin loot. Drug producer tweaks. Options fixes.
Friendly range indicators
Tweaks to ore nodes:
-Increased brightness to stand out more
-Sulfur nodes show a more distinct yellow hue
-Metal nodes show more oxydization
-Stone nodes are overall more desaturated, more grey to stand out against other nodes
-Added Gibs models for every node picking stage (to be implemented later @helk)
-Snow biome nodes should be more visible and easier to differentiate
-Nodes are overall slightly smaller
-Cave ores are much smaller