202,077 Commits over 4,171 Days - 2.02cph!
Remaining caves (for now)
game outcome anim events/sounds wip
Bone manipulations on Clientside Models will work first try now
Deleted and reimported post processing stack, leaving in root folder to see if it helps builds because reasons
outcome text move event/sound
Fixed missing GUI style for AI debugger
Fixed WakeUp GoalPlan filtering an ability for SmartObject viability
more outcome/awards sound stuff
BehaviourChainFilter.FilterBySmartObjectViability validation
Heap based decision maker modules (among the best picking).
changed award appear sound
Activity severity & pause on notify support
Asset validate + save
Small delay variance when a crowd member starts jumping
added shop front building components
created clothes shop sign and added to scene, working on burger sign corner monument
- Testbox in build, scene select via menu
- Added EyeHistogram compute shader to preloaded assets in attempt to fix Unity NRE
- Added support for custom starting season
- Fixed DataBrowserTab out of range (missing path in Database)
updated tips to reference middle mouse
More ordering tweaks, reduced sleep speed multiplier
Testing camera UI render mode
Wrapped some debug string construction in the proper conditions in UDM filtering to avoid GC
Reduced max DM target values for most units
Reverting MaskedIcon shader change
Tank award processor: most damage taken by a surviving unit
award processors now take a reference to the gameinstance
most used unit award processor
Forgot to pass starting zone through Session.StartNew in editor
Disabled portrait render cam
AI Debugger : Show all module log groups by default in
Log best module in ai debugger
ai debugger now show a little more module debug.
Decision log enum renames, module style
added unused graph to game outcome