201,865 Commits over 4,171 Days - 2.02cph!
Portait camera post + lighting tweaks
People can only hug other humans, not items, buildings etc.
UIWidgets reset tweener states on Awake
Shader variants
Hug doesn't randomise wait
Hug has a GoTo (Distance 1) action in the chain (might break shit)
Unity 5.4.1
StatManipulator as Definitions boilerplate
Portait widget background tweak
Fixed an editor bug where debug utility would always steal application focus when selecting a Unit
Added destruction handling to stuff.
Fixed surface dimensions mismatch error when resizing viewport
Lighthouse collision fixes
island4 no longer in build list, since it runs like dick
IntVector2 multiplication floors now, this should prevent out of range errors
Projectile cleanup, disabled until use, component check in Combat.PerformRangedAttack
Let declined be declined, not accepted (bugfix).
Projectile uses deltaTime for elapsed time again
Enable Projectile before we fire it
Debug fuckery
Cleaner up GameManager GUI bootstrap when playing directly from a game scene in the editor
Entity.Stats.ApplySkillGain only logs to console when the unit is selected for debug
Fixed KnowledgeOverlayWidget labels not being properly scaled during init
Merged with networkupdates.
PlayerController now deals with Knowledge Overlay UI elements via IInteractable
Fixed debug tools window sometimes not picking up player selection
Added debug log for selected unit when SetDestination breaks due to GetDestination failing
Cave roots and ivy: texture set/material
Debug tools senses overlay improvements
BestUnitToFormCollectionSelector refactor
Added UnitInCollection Condition
Animal-HerdMovement AI module tweaks
Fixed KnowledgeOverlayWidget not actually filtering out entities that are beyond the max visible distance for the UI to display
Added some stuff for herd fleeing
Herd fleeing fixes and tweaks
Got my fancier test map back
Added clientside init for NetworkEntities, enables colliders if present.
Split vehicle interface out into a separate partial class to match this project's coding style
Unit effects UI widget animations
Updated truck painting, no longer uses pixel arrays because they are lame
set grab damping to 10 to match move damping stop acceleration when dragging and releasing before reached the target
Socials should break now if an invitation is declined and there's only one participant in the social (eg. it's creator).
UnitView/HumanView Update & LateUpdate animation code is gated by TimeManager.GameSpeed
Unit effects UI widget stuff
More camera dampening fuckery
Lighthouse loot spawn setup and LOD cleanup
Fixed some bugs related to Socials, things are still a bit broken though.