192,975 Commits over 4,049 Days - 1.99cph!
Pines and Douglas Firs / fixed roughness / added billboards to prefabs and rendered textures
trying auto repath disabled on NavmeshAgent to see if it fixes weird pathing.
Server setup and bootstrapping
more UI/modal shit.
more opportunity shit.
added a new Opportunity cash transaction type, gamble opportunity uses it
slightly smaller stone splat radius around forest rocks
dynamic stones spawn on stone splat
Tweaked clutter rock scales
Fixed missing mesh references in a couple of skinnables (meaning they couldn't be downloaded)
Tweaked densities of micro cliffs and beachside rocks (after 25321)
Fixed floaty patch_grass_tall_large (added terrain anchors)
Fixed imposter normals baking
Fixed remaining quad sizing and pivot issues
Switched core/foliage to roughness (sorry)
Clean up and interface work
Adjusted forest rock splat modifiers
Fixed decor normal / gradient alignment randomly flipping forward direction
Fixed terrain modifier scale only scaling radius, not fade distance
Removed random multiplier from terrain splat modifier since it messes up some things
small change to cave gravel mat
sat dish rock LODs don't swap to the wrong material
caves splats are now exported + material changes on some rocks
added mapid to LeagueFixtureResult protobuf, serialize it
set OpportunityGenerationChance to 0 until it works
NRE check when preventing Scientists from hurting Scientists.
Bradley no longer target Scientists.
Merge from visuals_experiment
fixed application of stat value change threshold
higher icebergs ad icesheets densities in arctic
Scientists don't hurt each other.
lower rock splat amount via material bias
Entities can flagged as inaccessible in a Unit's knowledge data. This can be checked in DM filtering and is set via navigation failure in SetDestination
refactored roster view tab UI to a new UITeamView, works for any team.
clicking teams in league now pushes a modal version
Added files that didn't get checked in
Perform all filtering before increasing count of evaluated candidates.
Added new RegisteredBuildingItems entity source for filtering.
Fixed floating decor rocks
Scientist voice com only limit replies when not in a squad.
Reject rivers that start too close to other rivers
Merged hapis_7 to save157
Improved awareness of allies stepping into an npc's line of fire.
More optimization when trying to wake up dormant agents.
actually enable single entity on food AI
Fixed a debug tools wrapper NRE