194,223 Commits over 4,079 Days - 1.98cph!
Added TMPro
Updated mission panel
Added race leader
Finished automated packed map generation when sources are modified
added glass decal layer to glass shader so glass can have detailing and letters etc
added and updating whole building prefabs scene
office dressing end
office rooms vertex painting pass + baked .assets
scene2prefab
Office Desk / AC units scale fix
Merge from ore_nodes
Network++
Npcs are now more aware of cover points and in which directions they provide cover.
Healing tile scoring is now 15 + the amount we could heal for, so more wounded units get priority
Now shows mission outlines in race bar
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
AI will heal in some (basic) situations
office dressing backup
scene2prefab
Map editor fix for checkign existing filenames when creating new ones
remade DM3
remade DM2 map with new map DB settings
Party members can now get a target from the party leaders combat targets array, rather than just matching their leaders target
Tweaked some score values to make party behaviour more important that some social behaviours
Fixed units chopping down trees while holding sticks (they now drop what they're holding if they can't equip a needed tool)
-Bug 835
bradley pathfinding
bradley weapons
tonne of movement fixes and work
Building map colour coding handles units within floors
Basic owned building map colour tint
Locked independent join/create party logic behind the hunting unlock
-Units can still quit parties independently
UI polygons can be colour tinted. Moved building map code.
Fixed emission related shader compilation error in standard-packed shader
Changed texel density grad texture to srgb to match overlay reference
Added deferred mesh decal shader to texel density view
Replaced temporary reference overlay with final
Fixed texel density scale
Added a new Leave Party via flags plan
Fixed some bad projectile damage types
Fixed Knowledge Overlay showing duplicate labels for units
Fixed issue allowing PlayerCamera map to game transition to be triggered multiple times
Fixed tooltips not working on the map view
Fixed PlayerCamera zoom to game view transition not working when player selected a different unit on the map
Music intensity doesn't drop during loading screen
Gunshots and explosions bump music intensity more if you're closer to them
Fix footsteps not playing on ore nodes
Fix footsteps not playing on steep inclines
Walk/run footsteps are chosen by movement speed not sprint key state (no sprint steps when going up steep hills)
Mix tweaks
Removed old HEM from components that used it.
Tweaked texel density gradient texture + overlay
Added core and speedtree shaders
AI now prefers to advance units furthest at the back when default moving
Squad.GenerateRandom() now takes a board parameter and uses the spawn locations from it to randomise the unit positions as well now.
AI squads now use random positioning too.
Make sure load in background is enabled for all NPC sounds
Fixed map transition pausing/unpausing the game during camera movement