192,970 Commits over 4,049 Days - 1.99cph!
Fixed DestroySelf action not working
Generic prompt UI is singleton, no longer held by UIManager
Added progression paths. Player picks a path via UI prompt when a settlement reaches level 3. Unlock definitions can be gated by path
Fixed PlayerGroupActivity not working
Added Settlement passive happiness gain (must have no active needs)
removed hit from the base layer (even though it wasnt being used)
Fixed AI debugger not cleaning up properly when closed
AudioManager history no longer uses DateTime, clears on session reset
Following combat target now picks a destination at the desired range instead of directly setting the destination at target and relying on the action to do the rest.
re-enabled testbox wolves
Fixed SuppliesCondition not working in Need fulfilment evaluation
Settlement levels can have conditions
Effects editor has refresh & create buttons
Settlement leavers create their own group, Unit.Group is no longer null
Simplified NetworkGameMode creation events. Decided AutoFiringEvent was trying too hard to be clever
Effects.CanApply returns false is the effect is not flagged as game valid
multicore render works again
EntityConsumeValue now has a bool to check if the target is consumable by humans.
All animal food AI now uses the basic ConsumeValue consideration.
build the all the stdshader libs for 64-bit builds
fixed color correction...
Moving character events around
Can get NumListeners from your weak ref event
Game modes now have character events available to override. Added a WeakEvent class for memory leak safety.
Async read fallback to native path on unsupported platforms (e.g. glcore)
Better async read fallback/safety handling on coverage and culling
Oops, removing my debug changes
Removed pool checking for CharacterState and CharacterMotorState, since Bill F's changes mean they're no longer pooled.
Added support for generating terrain splat texture arrays
Added texture array asset inspector override for working preview
Changed terrain rendering from atlas textures to texture arrays (finally)
Doubled parallax occlusion mapping sample count
Use the dll interpolator class in the main project. No need to have two instances of the same thing - they'd already got slightly out of sync.
Fixed various NREs related to people having a null group
Fixed ItemAction getting stuck when in bypass animation mode
Don't apply Effects to dead Units
Dont play unit audio in super sleep speed
Removed a bunch of happiness changes from effects (replaced with Mood in most cases)
Fixed Effect editor not displaying stat manipulations foldout
ECS semantics cleanup, summary on SensesSystem to explain the intent behind temporarily porting the API
Removed Happiness stat
Moved some more stuff around.
Tutorial screens can use triggers, will only display once
Merged TribeActivityTrigger and TribeMemberActivityTrigger into PlayerGroupActivity trigger type