200,680 Commits over 4,171 Days - 2.00cph!
Added SmartObjectComponentSystem, update free interaction position counts in SmartObjkect.SimTick
Lots of categories on various things
Tweaked Influence on buildings
Territory at target as bonus or consideration for various target filters
Animals should move towards food they can smell if they can't find anything to eat
Improved AssetMenu & AssetList groupings
Practice mode button is now flagged as editor only
renaming and summaries of territory related considerations
Target Territory Consideration can now score non Unit targets.
IGrid now has a convenience method for getting value at an Entity's position
People should now abandon a thrown weapon if they can't path to it.
QuadTree getter error logging.
Use PathComplete instead of !PathInvalid for distance Consideration
Converted dependency premake4 scripts to premake5
Attacks can now be trigged by animation event
Converted dependents.sln to vs2017 project, dependencies target v141_xp toolset instead of v141
VPC can generate VS2017 solutions
Update to Crypto++ 5.6.5 - (VS2017 static lib)
Chromium Embedded Framework static lib -> VS2017
build_win32_projects.bat uses VS2017
Added mesh batching support for uv1 to fix tunnel mud
Moved foliage batch pos to uv2
Fixed initial camera orbit
Enabled camera during hex placement
Increased grid size
Vehicle sends now garbage free as well, and got network sends down to true zero garbage generated. Note that OutputStats.AddRecord still generates some garbage.
Working on Character active/inactive system. Fixing up some other stuff.
Linux binaries are built with GCC 4.8 (std=c++11)
Updated Crypto++/Curl static libs for Linux
Removed invalid conversion from HFont to char*
ground zero cols and LODs progress + prefabs end
Corrected layers on temple b tile
trap asset has collider and much less verts in the teather
EntityViewUtility.SetupCollider tweaks
Gating UnitView.Update rotation
bespoke pipes cols and LODs + prefabs
Fixing people getting stuck rotating to face a target even after the action ends
Moved human territory defend behaviour to combat/defensive module
Fix tool projects failing to build via VPC
Moving caching scene entities to NetworkLevel.
WIP improvements to human territorial AI
Physic materials, tile setup, explosion testing, layer changes (wip)
made debris chunk position offset scale a public vector3 for inspector
range rails cols and LODs + prefabs
'new game' motif for summer start
Disabled tile colliders for empty tiles when in non-edit modes
hooked up is looking animation to facetarget
Added a lifetime to explosion debris (default 10 secs)
move isLooking bool from facetargetsttings to uniview