193,957 Commits over 4,079 Days - 1.98cph!
Fixed debug selection not working in editor
Fixed enemy overlay not updating when selection changes
Fixed enemy overlay icons appearing above dead people
AttackUnit doesnt need success in state
created trim_diorama scene and populated with buildings
Single player spawns one mission
Fixed Dead people being selectable
Added Enemy overlay UI
* Allow loading of BSPVERSION 21
Going to move some stuff into a mission manager
Nerfed stone and wood clubs a bit
UI tweaks
Game mode tweaks
Hacky "let wolves not spawn inside the wall of small cave" fix.
When all members of a group is dead, disband/destroy the group.
UI positional code supports both render modes for testing
space wall tiling texture fix
Wolves are now part of a Wolf Pack rather than a Herd.
replaced more text with text mesh pro, fixed one 1 wrong pixel (!!!) on tile hilighting playable unit
Fixed player preview transparency
Rocket factory cover placement
rocket crane lift animations, prefab, controller
Fixed lantern glass refract shader
adding what's new screens
unbroke the desires widget a bit
Fixed icon render skin shading
Changed skin materials default tint to not albino
sound when xp ring slides in
UnitDesires widget takes icons.count from sorted desires, not hardcoded 3
Added benchmark console command
Updated FacePunch.UnityBaseProject stuff
removing graph animation and compute shader cuz they break everything
Spear craft no longer requires axe
- Removed IController arg form EntitySettings.Load paths
- Entities persist their IsPlayerControlled flag, restore ref to the player controller on load
- Fixed cursor being invisible after