201,531 Commits over 4,171 Days - 2.01cph!
Selection indicator tweak.
Seperated LookAt and FaceTarget into distinct Action types,
Expand/Collapse all in DataBrowserTab (GOTY 2034)
Increased culling ranges for some layers (units, buildings, world)
Refactored UIManager cursor state handling, support for overrides
Added a bunch of logic for cursors states in PlayerController
Effect "Add Conditions" are evaluated in EffectSettings.CanApply
Added BaseBehaviourPlanSettings.CursorOverride field, does what you might expect
Added BehaviourExposureTypes enum, cleaned up how we control Player/AI behaviour exposure
Fixed some Abilties not being correctly evaulated by the player controller prior to populating the radial menu
Disable shadows on unit portait cloned views
Poolables now use IDestroyEvents
simplified tortoise improved rigging to add a ragdoll, athough it behaves oddly and snaps back to spawn point on death
Added connect options for local/ec2
Moving stuff
Cave gravel models/Prefabs
Cave small rocks prefabs
Material tweaks, dressing
Fixed line issue with reporter
Added new paint test project
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