198,757 Commits over 4,140 Days - 2.00cph!
Building status icons status display modes (none, hover, always)
disabled post on portrait cams for now as it bugs out current decal setup
Nospawns setup for decal issue testing
Removed standing torches from AI tribe camp prefab
Can't mouseover invisible/disabled/fogged entities
removed can transistion to self from animal attack anim controller
Island 1 AI tribe no longer player controlled, is hostile
Fixed non-player human units clearing fog
Added Healer rig & source anims, updated game anims
Refactored builder item registration to be a little more robust and hopefully fix and lingering registration issues
coroutine disables chargers trail 0.5 seconds after charge attack not immediately, so it can shrink first.
Remove error message when userdata's metatable has no a MetaName
house ruins final models and colliders
charger hit impact fx calling code
more charger attack wip and fixes
Fixed unit's clothing item views being managed by fog of war vis
Items are also hidden in fog
Fixed fps clothing not being bundled
CanFindStockpileForItem writes to blackboard.Stockpile
Added CanFindBuildingForTarget condition/selector
Building deconstruct interaction is flagged dev only (pending impl)
Added BaseEntitySettings.HideInFogOfWar (any entity can now be flagged to have its visibility managed by FoW)
All buildings, resources (except trees) and units are hidden in fog of war
Started on setting up the patrol routes on Scientist Compound using the new Waypoint system.
Added IsHostile marking on BasePlayer. Might move this into the Scientist Comm later for more localized IsHostile awareness.
Brought back the original tribe threat activity and made it hopefully actually useful
Fixed server browser randomly missing servers on reorder
Fixed charger flipping 180 when doing charge attack.
CombatAction now also takes a parameter for the original attack-from tile.
PostAttackCombatAction now uses the attack-from tile not the unit's current tile to do final direction calc.
new biter model/ mat/ textures / portrait
tweak portrait shader
adding substance material to generate psd from bake
Merged from /fps_clothes_implementation
Rebuild viewmodel clothes on clothing change
First Person clothing works
First Person clothing works with skins
MachineProcess will disable entities on deposit, by defualt
charger trail disabled by default, enabled during charge attack, disabled again after.
Support for target marking in AI.
Break behaviour and log if there is an invalid subscription
Stole Bill Lowe's WaypointSet from Ruin.
more charver attack view + cleanup.
Unit.Knowledge will forget disabled or destroyed entities
Removed SetDesiredTarget.IsPlayerCommanded field, use action.IsPlayerCommanded instead
Agent desired target get/set method cleanup