200,157 Commits over 4,140 Days - 2.01cph!
improved wood hut ground shape
StatManipulatorParametersDrawer no longer tries to access TimeManager instance properties in Editor code, causing a stack overflow :
Building hooks into TimeManager events
AvatarPostprocessor rename
DebugUtility won't do shit when entering playmode if there's no Zones in the scene
Unit.Animation.FaceTarget tweaking
FOR FUCK SAKE asset scale change
Nixed energy drain from activities.
Fixed spec/metallic blend layer toggles not activating keywords
rock_ledge model/textures/LODs/COL/Prefab
cherry picking diogo's fix to 4way blend
* Added Is_Angle internal helper ( to be consistent with Is_Vector, etc )
* Angle() global now works the same way as Vector() global, i.e. Giving it an angle object will return a copy of it, etc
Automated Linux Build #428
Automated Windows Build #428
NetworkEntities now only serialize components that are dirty.
Hid emote and ponder from action queue UI.
More work on breeding, though not quite working yet (seeing breeding groups with single participants).
Automated Linux DS Build #428
Selection indicator tweak.
Seperated LookAt and FaceTarget into distinct Action types,
Expand/Collapse all in DataBrowserTab (GOTY 2034)
Increased culling ranges for some layers (units, buildings, world)
Refactored UIManager cursor state handling, support for overrides
Added a bunch of logic for cursors states in PlayerController
Effect "Add Conditions" are evaluated in EffectSettings.CanApply
Added BaseBehaviourPlanSettings.CursorOverride field, does what you might expect
Added BehaviourExposureTypes enum, cleaned up how we control Player/AI behaviour exposure
Fixed some Abilties not being correctly evaulated by the player controller prior to populating the radial menu
Disable shadows on unit portait cloned views
Poolables now use IDestroyEvents
simplified tortoise improved rigging to add a ragdoll, athough it behaves oddly and snaps back to spawn point on death
Added connect options for local/ec2
Moving stuff
Cave gravel models/Prefabs
Cave small rocks prefabs
Material tweaks, dressing
Fixed line issue with reporter
Added new paint test project
Portait camera post + lighting tweaks
People can only hug other humans, not items, buildings etc.
UIWidgets reset tweener states on Awake
Shader variants
Hug doesn't randomise wait
Hug has a GoTo (Distance 1) action in the chain (might break shit)
Unity 5.4.1
StatManipulator as Definitions boilerplate
Portait widget background tweak
Fixed an editor bug where debug utility would always steal application focus when selecting a Unit
Added destruction handling to stuff.
Fixed surface dimensions mismatch error when resizing viewport
Lighthouse collision fixes