19,298 Commits over 1,614 Days - 0.50cph!
added a "teleport_to_position" command that teleports all units to the location the camera is currently looking at (use with free cam mode)
teleport_all now directly accesses the selected unit
Don't screenshake unless source is within a max distance of camera
Screen shake distance is 20
Screenshake lerp strength by distance from origin
Tree felling sound, tweaks
Log warnings instead of errors when a DSE element reference is null, skip over them in evaluation
Fixed bad activity creation in Relationships component
Fixed potential NRE in UnitDetaiViewModal
Disabled volumetric lighting pending weather/biome integration
added new Rally Group command to radial menu
finish_build console command can now (mostly) finish building upgrades
trying out several player building placement logic tweaks:
-building rotation is now updated even if the placement is invalid (fixes buildings getting stuck in invalid state/rotation)
-building rotation should now be more reliable/steady when moving a building
-fixed buildings not updating their valid placement check when rotating
merging ConsoleCommands branch
merging ConsoleCommands branch
DSE validation null checks (allow null settings refs in data)
Added dancing around the fire behaviour
Fixed WarmthNeedSimulator always returning 0
Fixed Dispenser spawning items at origin
Senses gizmos debug behind editor pref/options
Navigation component clears destinations list when the last is reached
Added an editor preference that exits Play mode in the editor when a compile is detected
added a check to GridScoreAtLocation to catch for NaN score results from a grid (need to look into why threat grid is returning a NaN)
more building placement work - buildings now rotate on a plane oriented to the surface normal rather than looking at a physics point
also fixed being able to place at invalid rotations (again)
fixed building placement physics checkbox not respecting building rotation
Fixed unit portrait animators being incorrectly aligned when first opening the unit detail view
Fixed Delete button in Load Game screen displaying "Save" as it's text instead of "Delete"
missing from last checkin
Updated ASE to 1.1.0 dev 002
Replaced PlayerCommandTypes enum with PlayerCommandDefinition asset type, commands UI pulls from these assets so its easier to maintain
Added Mine and Chop jobs, updated all resource entities with correct job and command types
A little database attribute prep/experiment
Suppressed "Go To Sleep" command while a unit is asleep
Exposed "Wake Up" command to player while a unit is asleep
Fixed EntityManager throwing an exception on boot
Added a check in RemoveFlag on HumanView to toggle isSleeping on the animator (trying to catch isSleeping animator bool being left on)
Effect icons in the detail view screen are now the same as the HUD widget
set materials back to speed tree
small change to where (moveStateLerped != moveState) is so will stop units from running really slowly
Updated ASE to latest version with shader instancing toggle
Disabled batching on before/foliage shader + enabled instancing
Activated instancing on tree trunk and leaves material
Renamed Color to Main Color on before/foliage shader due to runtime errors
Zone+Weather sets shader global "global_Wind" in Update
Biome material library editor improvements
Replaced pines with new asset, Tree component etc
Fixed bad material call in Tree