17,530 Commits over 1,614 Days - 0.45cph!
Removed % chances on idle things so people won't fall asleep randomly
Made a bunch of player command evaluation stuff static
Unit item bar commands work again
Removed island02 from build since it occasionally causes a navmesh related crash
Tribe start comes with some sticks and that
Minor changes to Before/UI Masked Icon (Native); nwo closer to UI/Default
Updated ASE to 0.7.2.007 cause tabs & shader functions yo
Removed audio mix snapshot transitions stuff, added tribe create, paused and loading and snapshots
Removed AudioStates enum
Added triggers for Jenny's season specific startup music
Added menu music
Goal Plans can now inherit Consideration score from Goals
Added Before/UI Masked Icon (Debug), a barebones version of UI/Default that outputs white, no alpha or clipping
Switched ui_mask to native shader, disabled resize hack to test
Fixed tribe create fucking the camera
Catch Zone+Biome.GetCurrentTemperature NRE
Fixed UnitActionDesire.InternalReset NRE
UnitAttachments.CanAttach error handling for invalid entities
DistanceConditionSettings NRE fix
Fixed "Equp Carried Item" showing for items that are not carried
QuadTree now throws exceptions rather than logging.
GridManager will now only set a new grid position for an entity if it is valid
warning log for off grid entities
- Got rid of a bunch of stupid combat callbacks, now just check state in relevant actions
- Only show enemy icons for humans, reduced range
- Unit info widget can no longer show desire text
- EntityManager OnGameSecond callback gated by game State
Fixing missing positions on seat buildings
GameManager out of bounds log uses actual world bounds now
AI event logging under seperate flag from decision logging
UIIMaskedImage native shader port
Fixed people dropping items that they need for building
Items spawned via terrain system extensions are given a vertical offset to avoid falling through the world
Deleted old ExternalAssets in proj root
Moved post pro into standard assets
TimeScale physics test
Fixed EnemyOverlayWidget assigning multiple icons to the same Unit
Merge
11135 from main/2017b
Cleaned up camera effects, removed PlayerCameraEffects component
Moved overview map toggle code from Player to the OverviewMapUI class
Ported cycle unit controls to the TribeTracker widget
Ported dynamic shadow distance to a component
Merging Group/Tribe and Player cleanup from base_project
Fixed Group+Callbacks NRE
Testbox nospawns setup for tree cutting
TimeManager.SetTimeScale never sets fixedDeltaTime to 0
Destroy entities that go out of bounds
Activity refactored to no longer use enums, definitions are used for categories and types, as well as data mapping (text templates, icons, etc)
Fixed EnemyOverlayWidget not freeing up icons used by dead targets
Cherry picking
11160 from base_project
hand bone position change
Cherry picking
11163,11164
EntityActivity.InvokeEvents robustness
ActivityManager.Add robustness
Fixed a couple of bad Activity creation calls in Tribe
Observation goal gated by threatened condition
Fixed NRE in ScreenShake
Fixed bad EndSample in QuadTree[]
Unit/TribeSpawner terrority influence is optional