244,582 Commits over 3,898 Days - 2.61cph!
Player can select any Entity when playing in the editor
Added NaturalPredators list (of species) to SpeciesSettings
Added some species sepcific IQ preperation methods to Zone+InfluenceMaps, which prepares queries using the afformentioned species data
Reworked IM a bit, removing the flags type enum
Added BeforeDebugObject component , for deferred (not the rendering type but the english word, yo) gizmo drawing
Derived SpeciesInfluenceMapEffector
Split out IQT and IQCT enums to files
Probably some other stuff I forgot
Use editor load methods in editor (not game manifest cache)
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Fixed error spawning some stuff in editor
Added a DSE for constructing buildings, that wolves and bears don't rush to your camp to help out...
Minor tweak in InfluenceQuery.
Cleaned up a little bit in InfluenceQuery.
Generalized InfluenceQuery class.
added static refineries to sphere monument
Removed debug DDraw I forgot (whoops)
Fixed misc IM and made it work with mask vs mask.
-enum sweetness (looping through elements, vs manual hardcoding)
Moving towards supporting mask vs mask testing for influence map type masks.
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Cleaned up entity destruction routines a bit, overriding in Unit to make sure we remove ourselves and our Agent from their respective managers.
InfluenceMapEffector now derived from EntityComponent (TODO : make this configurable in BeforeEditor)
Improved list maintenance in Unit+Senses
Sphere tank top walkways/core/storage collision accuracy
Renaming Consideration asset files
Fixed missing directive in InfluenceAtPointConsideration, code consistency pass
Added SelfType and TargetType enums to ConsiderationSettings
terrain noise on sat dish
More accurate collisions on sphere tank walkways a,b,c,d,e,f
Updated material at the bottom of the tank, updated collision
Updated Igor controller / config
Re-enabled dives
-renamed namespace of InfiniteInfluenceMap
Minor player movement tweaks and fixes
added new wild west alarm anims, bunched in to one animation. tweaking textures and lighting on test court environment
tweaking textures and lighting in test court scene
More precise collisions, quarry and pumpjack
Construction plan uses non-weapon lookat weights