198,809 Commits over 4,140 Days - 2.00cph!
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
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Smoother river terrain adjustments
Some more stone splat on beaches
adding wip logo stuff (nothing implemented yet)
fixed NRE in GoalPlan.
Food AI uses single entity mode again but checks SmartObject viability.
Cooked food AI uses same pattern as Eat Something.
skightly more trees in temperate field topo
apparently I deleted a comment and didn't save it last night
Added medium beachside rocks
Fixed bug in TryWakeUpDormantAgents introduced in yesterday's optimization.
Applied ally awareness again on Scientists.
Reworked defend ally goal plan (just makes unit run to ally under attack, doesn't check for perception, other combat modules should take over once the unit gets into range)
Added a condition type to check for a unit's role
Added a bravery effect for defenders to make them more likely to stay and fight
Added a PlayerDisabledRole activity