192,967 Commits over 4,049 Days - 1.99cph!
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
Created all boilerplate for game mode specific user components
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.
Removed gang references from IInteractor
Slight cleanup looking through character selections
Fixed Scarecrow not re-equipping Sickle after throwing a beancan.
Properly persist all Possessions Requirement fields
Call base reset methods in CraftItem and FuelToEffect
more hover state improvements
ItemFilterSet returns false for tool and food types if the item doesn't have the relevant component enabled.
Removed all instanced of persistentperson string
Tweaked Scarecrow take-damage modifiers.
set hover trigger state transition times to 0
Don't play hover anim on selected unit
▆▍▅▍▅▅▇ "▌▄▆▄▄▉ ▅▍..." ▇▅▅▅ ▄▋▋▌▅█▍ ▌▊▇▅ ▋▅▅▋█ █▆▍▋
added .HasAnimatorParam extension function for Animator.
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.
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.
Added Hovered anim state and Hovered trigger to all unit anim controllers.
merged TileTrim branch to main
UnitView listens to hover event, sets Hovered anim trigger
cargo ship style 2 end - prefab organizing, lighting pass
fixe turn banner anim
tweak temple a fog to reduce a bit the rim light flickering due to the reflection
Switched to using prefabs.
Moved trim generation to new BoardTrim class.
Added TrimEnabled option to tile definitions.
Various widgetry improvements.
basic tile trim mesh gen test. gonna just replace the generated meshes with prefab links instead though.
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...?
Fixed camera depth texture issues affecting water on macOS/metal
Fix for multi-scene setup mismatched lighting warnings (only relevant scenes; lighting settings only)
Optimized all swamp tree impostor meshes
Optimized all oak tree impostor meshes
Optimized all douglas fir tree impostor meshes
Optimized all willow and spice bush impostor meshes
Optimized all birch tree impostor meshes
Optimized all american beech tree impostor meshes
Custom impostor mesh warning fix
Exclusive Fullscreen default (test)