17,530 Commits over 1,614 Days - 0.45cph!
reverted shader because it broke it..
shader is still broken...
fix for Weird anim bug when unit has exhausted flag while sleeping
ImageMasked destroy materials when creating new instance
Unit.Navigation now disables obstacle avoidance for a short time when we're failing to move for some reason
latest shader that works (before I break it)
fixed radial menu button animators not working, removed tweeners
various AI tweaks
Seperators in the selected unit UI are now conditional based on the various widgets
Fixed some rock profabs missing biome material object components
Added ActiveEmote keyword
Fixed bad priority dropdown in interaction lists
Various UI tweaks
Added interiors post volume
Added button to open module in designer from the AI debugger
Animal/Combat/Defensive scoring fixes
Agent's active GPV will drain score from it's GoalPlan once momentum hits 0
Minimum momentum drain rate is now 0.01 (up from 0.001)
Fixed game not being paused on gameover
green vertex channel is now used to offsync movement in foliage
Removed memory profiler because its not compiling
Uncomment steam integration stuff
InteractionDesire.GetIcon NRE fix
Game mode can specify which camera mode we use
Fixed InteractionDesire not being properly persisted
Fixed desires not having their owner set during load (properly)
"Fog" of war camera effect, post profile
Fog of war improvements, block player controller raycast when camera is in 50% or more fog
Fog of war distance calcs ignore height
RTS camera tweaks
Controls modes prep
Increased party overlay widget view distance to work better with new camera
Fixed sneak and jog party member movement mode behaviours
Added a penalty to return to territory module so units are less likely to go home when they have nearby friendly units (safety in numbers!)
Unit path line renderer now increases width as camera is zoomed out in RTSCamera mode
Fixed BiomeSettingsEditor NRE when removing weather types from a season
RTS camera follows unit when selected
UI bits
Objectives prep, tasks cleanup
BaseAssetEditor optimisation
foliage shader update & merge
Fixed back button in radial menu widget in wrong position
Added an open script button to CommandGenerator dropdowns to open the script up to the appropriate file/line of the generator
IsDesiredEntity condition now checks for BuildingAction Desires as well as Building desires
Added an IsDesired condition to the Create Building Desire action to prevent the Construct ability appearing when a unit already has a matching desire
Tutorial Sub-Tasks can now trigger unlocks when starting (eg. unlock basic weapons when the player is asked to craft a weapon)
Unlock is silent (no UI pop-up)
More unsaved stuff + fixed build error