192,967 Commits over 4,049 Days - 1.99cph!

7 Years Ago
Condition wrappers now has 3 modes; condition (default), fact and target filter, replacing need for TargetFilterCondiiton and FactSelector assets Consideration wrappers now have 2 modes; consideration (default) and condition, replacing need for ConditionConsideration assets
7 Years Ago
Created all boilerplate for game mode specific user components
7 Years Ago
NRE fix in Scarecrow.
7 Years Ago
undo for now
7 Years Ago
session management
7 Years Ago
Various error fixes for save/load/pooling including: Create a new ID when an entity leaves the pool. Moved view EnterPool overrides to ResetMutableState. CanSubscribe returns false if SmartObject is inaccessible.
7 Years Ago
Removed gang references from IInteractor
7 Years Ago
testing some shit out
7 Years Ago
Slight cleanup looking through character selections
7 Years Ago
testing analytics
7 Years Ago
Fixed Scarecrow not re-equipping Sickle after throwing a beancan.
7 Years Ago
Properly persist all Possessions Requirement fields
7 Years Ago
Call base reset methods in CraftItem and FuelToEffect
7 Years Ago
more hover state improvements
7 Years Ago
ItemFilterSet returns false for tool and food types if the item doesn't have the relevant component enabled.
7 Years Ago
Removed all instanced of persistentperson string
7 Years Ago
Tweaked Scarecrow take-damage modifiers.
7 Years Ago
WIP
7 Years Ago
set hover trigger state transition times to 0
7 Years Ago
Don't play hover anim on selected unit
7 Years Ago
new atmos piece
7 Years Ago
▆▍▅▍▅▅▇ "▌▄▆▄▄▉ ▅▍..." ▇▅▅▅ ▄▋▋▌▅█▍ ▌▊▇▅ ▋▅▅▋█ █▆▍▋
7 Years Ago
added .HasAnimatorParam extension function for Animator.
7 Years Ago
If a UnitView is gameActivated it will only play hover anim if it's a friendly unit and can be used this turn. If it's not gameActivated (squad editor, etc) it will always play hover anim.
7 Years Ago
Added initialize method to facts so that they can update stuff when the parent entity is re-used via pooling. BuildingRequirementFact now updates the entity grid on initialize.
7 Years Ago
Added Hovered anim state and Hovered trigger to all unit anim controllers.
7 Years Ago
merged TileTrim branch to main
7 Years Ago
UnitView listens to hover event, sets Hovered anim trigger
7 Years Ago
cargo ship style 2 end - prefab organizing, lighting pass
7 Years Ago
merge from main
7 Years Ago
fixe turn banner anim tweak temple a fog to reduce a bit the rim light flickering due to the reflection
7 Years Ago
Switched to using prefabs.
7 Years Ago
Moved trim generation to new BoardTrim class. Added TrimEnabled option to tile definitions.
7 Years Ago
More
7 Years Ago
Various widgetry improvements.
7 Years Ago
offset by 1
7 Years Ago
basic tile trim mesh gen test. gonna just replace the generated meshes with prefab links instead though.
7 Years Ago
updated post process tweaked trajectory, tile highlight, space wall texture to reduce flickering reduced a bit the stationary blending on the TAA to reduce ghosting effect..............just a bit...?
7 Years Ago
Fixed camera depth texture issues affecting water on macOS/metal
7 Years Ago
fix for tutorial emotes
7 Years Ago
Fix for multi-scene setup mismatched lighting warnings (only relevant scenes; lighting settings only)
7 Years Ago
Merge from impostor-opt
7 Years Ago
Optimized all swamp tree impostor meshes
7 Years Ago
Optimized all oak tree impostor meshes
7 Years Ago
Optimized all douglas fir tree impostor meshes
7 Years Ago
Optimized all willow and spice bush impostor meshes
7 Years Ago
Optimized all birch tree impostor meshes
7 Years Ago
Optimized all american beech tree impostor meshes
7 Years Ago
Custom impostor mesh warning fix
7 Years Ago
Exclusive Fullscreen default (test)