193,734 Commits over 4,079 Days - 1.98cph!
EntityViewUtility.SetupCollider tweaks
trap asset has collider and much less verts in the teather
Corrected layers on temple b tile
ground zero cols and LODs progress + prefabs end
Removed invalid conversion from HFont to char*
Linux binaries are built with GCC 4.8 (std=c++11)
Updated Crypto++/Curl static libs for Linux
Working on Character active/inactive system. Fixing up some other stuff.
Vehicle sends now garbage free as well, and got network sends down to true zero garbage generated. Note that OutputStats.AddRecord still generates some garbage.
Fixed initial camera orbit
Enabled camera during hex placement
Increased grid size
Added mesh batching support for uv1 to fix tunnel mud
Moved foliage batch pos to uv2
build_win32_projects.bat uses VS2017
Chromium Embedded Framework static lib -> VS2017
Update to Crypto++ 5.6.5 - (VS2017 static lib)
VPC can generate VS2017 solutions
Converted dependents.sln to vs2017 project, dependencies target v141_xp toolset instead of v141
Attacks can now be trigged by animation event
Converted dependency premake4 scripts to premake5
Use PathComplete instead of !PathInvalid for distance Consideration
People should now abandon a thrown weapon if they can't path to it.
QuadTree getter error logging.
Target Territory Consideration can now score non Unit targets.
IGrid now has a convenience method for getting value at an Entity's position
renaming and summaries of territory related considerations
Practice mode button is now flagged as editor only
Improved AssetMenu & AssetList groupings
Animals should move towards food they can smell if they can't find anything to eat
Lots of categories on various things
Tweaked Influence on buildings
Territory at target as bonus or consideration for various target filters
Added SmartObjectComponentSystem, update free interaction position counts in SmartObjkect.SimTick
ground zero cols and LODs progress + prefabs
Merge from entity smell to main
Cleaning up Senses.CanPerceive overloads
- Fixed null unit selection in AI Designer
- Added WIP Human Territory AI module
Removed ground surface from prefab
Enabled practice mode on anim branch, AI auto ends turn
Added smell calculation of entities to Senses
Looking at merging level generation with NetworkLevel
Burner prefab updates
Anim updates
Controller updates
ground zero cols and LODs progress + prefabs