199,304 Commits over 4,140 Days - 2.01cph!
Properly fixed tribe tracker hover crap
made radial menu popup instant if you move the mouse while holding rmb
Fixed post game back to menu buttons
Subtracting objective unlocks stuff
merged to release for steam
foliage works withoutline (needed to resasign textures to materials)
Portraits use mood as background, added health vital meter that shows when < 100%, pulsates when < 50%
ActivityManager static init (fixes activity subscriptions not working during asset warmup)
Version ++
Role assignment sounds
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Moved tutorial widget
UI tweaks
Fixed stone spawner near tribe start on island 1 not having physics enabled checked
Fixed some other spawners
Logs stockpile unlocks with standard buildings
Cleaned up some hiz culling shader portions for readability
Cleaned up query api usage on flares and outline for readability
Occlusion queries limited to windows only; excluding it to investigate linux CTD
Removed role score conditions since they're unused, hid the skills list in editor as they're also unused for now
Tooltip positioning thing
bullet hitting water / water bomb fx
Fixed woodcutter role not being unlockable
Distance considering pathfinding check range exposed via global AI config, reduced and made human only
Distance consideration is used only by humans
Tribe tracker portraits remain clickable after a unit dies
Skip portrait render requests for dead units
mac unity useprefs ignore
started refactoring some charge code out to be reusable for any kind of knockback/push/charge attack
First try preventing animals walking through closed doors at monuments.
Fixed tutorial widget not loading properly
target filters inside conditions and considerations should now show up in the AI debugger