201,998 Commits over 4,171 Days - 2.02cph!
Subtracted
23551... you win, unity
EntityManager update gate
added tutorial screen for Find A Friend
Hide unit path widget when UI in modal state
Skill definitions can specify attribute gain params in data
Added Role preferences to personality defs, which give different people randomised base weights for certain roles
Attributes have a calculated soft cap
Nixed a load of shitty placeholder beliefs and added some new personality types
Roles refactoring and cleanup
UnitIsCollectionMember data fix
Fixed party members not actually getting their combat targets set to the leader's one
Eliminated some GC from logging player deaths
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Don't work with imperfect position information for AI.
tweak background shader for screen ratio deformation
merge from release to main
Jewellery for testing.
Manifest.
Random stuff.
combat debug panel shows if target was player commanded
Fixed the broken tree stumps.
Generated names are now owned by EntityManager so that the pool of names is used for all humans, not just the player tribe.
Remove RallyGroup action (pending refactor of how we handle this kind of group based command)
Fixed AI module editor not allowing conditions of certain types to be added to the DSE
Removed some rally related assets
Attacking now attacks the current combat target rather than setting it.
Human Defensive module won't run if there is a player commanded target.
Removed player commanded hunt desire creation ability because it sucks
Human Defensive module only disabled if unit is selected and has a player target
Gems
Monument hud stuff
Sound stuff
Random tweaks
Make testbox_hunting great again.
Added testbox game mode to test stuff without losing the game.
People should now actually pick up corpses and drop them by the fire.
update WIP squad editor UI rework
adding alpha raycaster plugin
adding ui button texture for alpha raycast
adding font material
fix ui anchor for resolution
Rubies, emeralds, diamonds, sapphires; items, icons, loot tables.
Worldmodels for all gems.