19,298 Commits over 1,614 Days - 0.50cph!
whoops that line was supposed to be there
Removed some navigation debug
DSE cleanup
DataBrowser remembers selected asset after compile
human controller update to fix 832 "Carrying heavy items anim blends to the wrong pose when stopping"
Save at end of GameManager.DoStartNewSession
Pause UI quit coroutines to ensure we save properly before qutting to menu or out of game
Jenkins file f3
death time uses the right datetime
Player camera transition WIP
Rally Tribe can't be done when sleeping
More camera transition stuff
Made game to map camera transition somewhat acceptable
More camera transition improvement (sync rotation)
Map camera zoom in threshold to transition
WIP cloud layer alpha lerp
More map transition improvements
attempt at cutscene skipping
Fixed selecting units on the map not triggering the new transition
the any key is the best key
Removed persisted data type in MapCamera
Fixed player camera module not being switched correctly when zooming out to the map view
Reworked leave Party conditions
-removed flag checks (will probably replace these with standalone goals)
-uses considerations for Health/Food/Sleep instead of hard thresholds
Started work on joining party logic, disabled for now
Join Party logic seems to be working without dithering, requires more testing
Improved building rotation placement logic
-reduced deadzone when mouse is hovering over centre of a unit (was 1 unit, now 0.1)
-added more plane fallbacks to account for mousing over skybox and weird camera angles when rotating objects
Finally fixed rotation logic on objects, there's no longer a deadzone when the mouse is close to the origin of the object
Fixed knowledge overlay widgets staying visible for items that are equipped while the knowledge overlay is active
WIP exploration grid padding
More helpful Grid warning
Delay initial entity grid position update until game is ready and in Playing state
Added "Is Player Controlled" to the entity info debug panel display
TerritoryLocationSelector now catches invalid grid positions
Added method to update all entity grid positions, called at end of Session.StartNew and .Load
added cutscene skipping to starting a session from an existing zone
more logging to show which units are being outside the grid
InfluenceAndTerritory only creates exploration grid with extra padding when the group is the player tribe
Various Player semantics cleanup (refer to Tribe as Group)
WIP clouds of war texture padding stuf
Fixed keyboard + menu widget icon map transitions
Made the exploration grid work properly.
Fixed grid rect constructor
Fixed Player.CreateGroup not passing controller
Exploration grid should only be padded for player tribe
Map screen POI boilerplate