202,076 Commits over 4,171 Days - 2.02cph!
Added notification when enemy uses gang safe
Better gang notifications
Stop gang members from getting object highlights on items for OTHER gang's missions
First pass on a system to fade objects that are occluding the player's view
For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag
When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view
Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update
The fade material is just a transparent standard shader, this could definitely be improved
Cherry picking jarryds occluded units stuff to a branch
Subtracting unit occluder stuff from main
Monuments default to "all tiers" on their MonumentInfo component
All remaining monuments (like caves) spawn on all tiers
HtmlPanel, awesomium needs js bindings
Entity log clear button, max logs display field
Desire removal on GP failure WIP
Replaced Unit.Combat debug logs with EntityComponent.Log variants for auto context/entity log support
Unit.Combat.TryAttackTarget cleanup
Fixed SetDestinationSettings radius modes breaking early due to bad distance check
secret bunkers hatch and frame models, textures & prefabs
Iceberg material tweaks / heighmap tweak
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Derive tangent basis for layers using uv1 (e.g. blend4-way)
secret_bunker_1 scene setup & files
Removed target list from Unit.Combat, replaced info class with struct. Refactored a bunch of code
Added Item.CanBeUsedAs method
Combat skill gain will now apply the threat bonus regardless of who is attacking or not at the time, also cleaned it up a bit
Monuments only spawn in parts of the map that belong to their tier
Added bounds to MonumentInfo (have to be fully inside the monument tier)
Removed incorrect topology script from rock_med_c forest decor prefab
When creating a new terrain, store its data maps uncompressed (Unity 2017 regression)
added MatchDefinitionDatabase
AI games take GameSettings
Added DispensableWrapper.IsUsableAsDispensedItem, indicating that the dispenser entity itself can be used in place of the item it dispensers (e.g. in crafting, machine procesess, etc)
Removed Stick and Firewood.
Renamed Big Stick to Stick.
Branches and Logs can now be put directly into the fire.
OnValidate things in SpawnPopulation and ItemSpawner to remove null spawns.
Fixed that ice lake 3 was rarely spawning
Improved ice lake 3 terrain blending
birch tree mouseover works
Adjusted biome distributions
Merge from snow_biome_revamp
input pt3, also removed next turn button event as it wasn't being used (hopefully)
A bunch of iceberg mesh fixes
Fixed stretched uvs
Stopped large icebergs from culling
Frozen shipping container prefabs