193,913 Commits over 4,079 Days - 1.98cph!
Added mumbles (Freesound CC0, edited)
Added phone auto (CC0 licenced from Freesound, with some cutting and cleaning up)
base match graph class with process/show
Unit knowledge storage stores dict of entities by type to reduce number of entities we filter through during DM
added unused graph to game outcome
Decision log enum renames, module style
ai debugger now show a little more module debug.
Log best module in ai debugger
AI Debugger : Show all module log groups by default in
Disabled portrait render cam
Forgot to pass starting zone through Session.StartNew in editor
most used unit award processor
Tank award processor: most damage taken by a surviving unit
award processors now take a reference to the gameinstance
Reverting MaskedIcon shader change
Wrapped some debug string construction in the proper conditions in UDM filtering to avoid GC
Reduced max DM target values for most units
Testing camera UI render mode
More ordering tweaks, reduced sleep speed multiplier
updated tips to reference middle mouse
- Testbox in build, scene select via menu
- Added EyeHistogram compute shader to preloaded assets in attempt to fix Unity NRE
- Added support for custom starting season
- Fixed DataBrowserTab out of range (missing path in Database)
added shop front building components
created clothes shop sign and added to scene, working on burger sign corner monument
Small delay variance when a crowd member starts jumping
Activity severity & pause on notify support
Asset validate + save
changed award appear sound
Heap based decision maker modules (among the best picking).
BehaviourChainFilter.FilterBySmartObjectViability validation
more outcome/awards sound stuff
Fixed WakeUp GoalPlan filtering an ability for SmartObject viability