200,017 Commits over 4,140 Days - 2.01cph!
Packer tools support for 48 and 64 bpp
Fixed imageutil savetexture swizzling
Fixed compile warnings
Downscaled heavy plate jacket and pants
Added mouse input events for releasing left mouse over a unit or a tile
Disabled drag scaling for now
moe wip dragging
gas_station update
gas pump LODs/COLs/ Textures and prefab
Downscaled wood armor and roadsign vest
Downscaled hazmat mask textures
Packed hazmat suit materials
board unit dragging basics
Added mouse input event for left click up NOT over the board area
Scale fix.
Dragging and release a unit onto a blank tile now works
Can now drag units from the panel onto the board
Supermarket final tweaks and polish
Added events for clicking map button for preview and for edit.
Bottom squad editor panel now opens/closes depending for edit/preview modes
Merge from weekend_branch
Supermarket loot spawn tweaks
Deleted the squad editor unit buttons from the scene
Changed unit button bar spacings to work with normal Unit button prefabs
Minor tweaks to texture usage report tool
Packed another few dozen materials
Closing potential sources of NRE in occludees
Progression widget now modal
mousing into the map viewport of preview map now switches to edit mode
DecisionMaker and DecisionContext now reference an IUnit rather than an IEntity that we cast as IUnit everywhere.
Removed confidence from decision scoring
New gathering for fire AI WIP (DM disabled for now).
Value For MachineProcess is now a mode of EntityValueConsideration.
TargetFilters will now peek into the target array at a random point rather than starting 0, helps when dealing with large (10+) filters to ensure items that are at the end of the array get a change to be selected
Added an ignore carried items option to BehaviourChainFilter to filter out items held by the unit running the filter
Turned this on for the Gather fuel for fire goal plan, fixes unit's clothing getting evaluated in the filter
Reverted the random peek point I committed earlier
Increased Human max filter target candidates count to 15 (was 10, lower than some animals)
removed boxes and cones that would get the bradley stuck
adjusted props to slightly funnel the bradley in hard to navigate areas
preliminary engagement path work - don't allow bradley to turn in straightaways
Can now display a unit's threat map as an overlay via the Morale component debug panel
removed debug test output
squad editor unit list now defaults to the large view, clean up
Improved Tool Quick Search - Now also searches tool category names
Added support for DTextEntry placeholders, DTextEntry.SetPlaceholderText and DTextEntry.SetPlaceholderColor
Spawnmenu search features now use the new placeholder functionality
Disabled top and bottom fade masks for unit panel
Added scattering/fog support to new explosion shaders
Moved info card panel display from long hover to hover event
Placement effect now plays when dropping a unit on a tile in squad editor
Added DelayedDestroy script to JumpEffect