199,321 Commits over 4,140 Days - 2.01cph!
- Added console command for immunity
- Controller of drug zone is replicated
- Drug zone serialization working
Various Player semantics cleanup (refer to Tribe as Group)
WIP clouds of war texture padding stuf
Fixed keyboard + menu widget icon map transitions
Added trophy to truck icon
Made the exploration grid work properly.
Fixed grid rect constructor
added some notifications when sales are made.
Fixed Player.CreateGroup not passing controller
Exploration grid should only be padded for player tribe
Integration of cover system (wip).
Added terrain shader support to texel density visualization
Map screen POI boilerplate
Fixed map transition pausing/unpausing the game during camera movement
Make sure load in background is enabled for all NPC sounds
Squad.GenerateRandom() now takes a board parameter and uses the spawn locations from it to randomise the unit positions as well now.
AI squads now use random positioning too.
AI now prefers to advance units furthest at the back when default moving
Tweaked texel density gradient texture + overlay
Added core and speedtree shaders
Removed old HEM from components that used it.
Music intensity doesn't drop during loading screen
Gunshots and explosions bump music intensity more if you're closer to them
Fix footsteps not playing on ore nodes
Fix footsteps not playing on steep inclines
Walk/run footsteps are chosen by movement speed not sprint key state (no sprint steps when going up steep hills)
Mix tweaks
Fixed Knowledge Overlay showing duplicate labels for units
Fixed issue allowing PlayerCamera map to game transition to be triggered multiple times
Fixed tooltips not working on the map view
Fixed PlayerCamera zoom to game view transition not working when player selected a different unit on the map
Fixed some bad projectile damage types
Added a new Leave Party via flags plan
Fixed emission related shader compilation error in standard-packed shader
Changed texel density grad texture to srgb to match overlay reference
Added deferred mesh decal shader to texel density view
Replaced temporary reference overlay with final
Fixed texel density scale
UI polygons can be colour tinted. Moved building map code.
Locked independent join/create party logic behind the hunting unlock
-Units can still quit parties independently
Basic owned building map colour tint
Building map colour coding handles units within floors
bradley pathfinding
bradley weapons
tonne of movement fixes and work
Fixed units chopping down trees while holding sticks (they now drop what they're holding if they can't equip a needed tool)
-Bug 835
Party members can now get a target from the party leaders combat targets array, rather than just matching their leaders target
Tweaked some score values to make party behaviour more important that some social behaviours
remade DM2 map with new map DB settings
Map editor fix for checkign existing filenames when creating new ones
remade DM3
office dressing backup
scene2prefab
AI will heal in some (basic) situations