199,214 Commits over 4,140 Days - 2.00cph!
Building AI is gated by a check for any unbuilt buildings
base MissionProcessor now gets UCD and filters it if a specific unit type has been specified for the mission
Various building AI tweaks
fix for unit specifc mission UCD filtering.
added pyro mission.
added Oh Shoot! and Manic Mortar missions
added glossy, metal, watermelon body definitions
target filter caching test
Fixed censor cube glitches around smoke grenade
Fixed small mismatch in water fogvol
can throw smoke grenades farther
smoke grenades stack to 2
fix for unit movement raycaysting to floor position when moving.
update squad editor UI , adding naviagation arrow
fixed some bug when opening the squad editor after the career mode
tweak unit squad editor, hopefully fixed team color
Fixed construction renderers and capacity renderers
Building AI partial revert to single goal
Target Filter Condition can now run as a Condition or a Selector.
Relevant conditions in building goal changed to condition.
more UI fix / disabling profile button when the option panel is up
Fixed UnitView.Awake NRE
Data, prefabs
fix for freecam mode which probably caused most of buck's issues
fix for jumping causing actions to not end correctly (I think)
merged jump branch to main so we can spot any potential bugs
added squad editor placement dust effect when landing from jumps
Better stats debugging to show caps.
Potential fix for GroupNeeds cap getting reset and applying bad cap to mood.
Got spectate bots mode working again, while still no longer needing the early dependency between NetworkGameMode and NetworkUser
better in-range display for movement mode
fucked the in-range diamonds off now that we're using a better way of showing in-range targets
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reworked a bunch of potential damage calc functions to also take the attackFrom tile. This fixes a bunch of bugs, both with the new range indicator damage stuff and a bunch of AI bugs I didn't know about that would use these calculations. This is because when considering attacks from POTENTIAL tiles, the damage reduction calc was still using the ACTUAL unit tile positions.
Post pro from package manager
Text mesh pro from package manager, migration
Removed stupid effect state check in removal method
unit speech buble experimenting
quick bit of UIAvatarBubble cleanup, added early out to avoid the calculations running every frame even if not visible
cleanup test prefab in the scene, and fixed background star material
disabled auto rotation of avatar in editor
Fixed EvaluateExpiryConditions NRE