193,832 Commits over 4,079 Days - 1.98cph!
Added .vscode to ignore conf
Fixed a few shader compilation issues on Metal
Loading buildings no longer forces complete (this was finishing in progress constructions)
[D11] frontend/bootstrap integration WIP. Discovered some hidden dependencies. Generate slightly faster bootstrap if you don't want the intro sequence (only saves a couple of seconds at the moment though since it's working quite well in "parallel" with the splash screens), fix some issues where code wasn't yielding enough to give good parallelism between loading and frontend. Gets into the FE pretty quickly now on a package build, but the warmup continues behind the scenes so will need to check Bootstrap.completed at some point before trying to connect to a server, hopefully the player won't be quick enough, plus other work should further reduce the warmup bundle size.
building grass mat uses Building shader
Fixed water reflections on macOS/Metal
Fixed TargetFilterSettings blackboard key property NRES
Build Goal Target Filter Conditions to Condition mode instead of Selector
Enabled occlusion culling in macOS/Metal
Enabled impostor rendering in macOS/Metal
TargetFilterSettings NRE fix
FactProviders namespace cleanup
Consideration wrapper NRE fixes
Various fixes related to DSE wrapper type changes, nuked old unused types + assets
Condition wrappers now has 3 modes; condition (default), fact and target filter, replacing need for TargetFilterCondiiton and FactSelector assets
Consideration wrappers now have 2 modes; consideration (default) and condition, replacing need for ConditionConsideration assets
Created all boilerplate for game mode specific user components
Various error fixes for save/load/pooling including:
Create a new ID when an entity leaves the pool.
Moved view EnterPool overrides to ResetMutableState.
CanSubscribe returns false if SmartObject is inaccessible.
Removed gang references from IInteractor
Slight cleanup looking through character selections
Fixed Scarecrow not re-equipping Sickle after throwing a beancan.
Properly persist all Possessions Requirement fields
Call base reset methods in CraftItem and FuelToEffect
more hover state improvements
ItemFilterSet returns false for tool and food types if the item doesn't have the relevant component enabled.
Removed all instanced of persistentperson string
Tweaked Scarecrow take-damage modifiers.
set hover trigger state transition times to 0
Don't play hover anim on selected unit
▆▍▅▍▅▅▇ "▌▄▆▄▄▉ ▅▍..." ▇▅▅▅ ▄▋▋▌▅█▍ ▌▊▇▅ ▋▅▅▋█ █▆▍▋
added .HasAnimatorParam extension function for Animator.
If a UnitView is gameActivated it will only play hover anim if it's a friendly unit and can be used this turn. If it's not gameActivated (squad editor, etc) it will always play hover anim.
Added initialize method to facts so that they can update stuff when the parent entity is re-used via pooling.
BuildingRequirementFact now updates the entity grid on initialize.
Added Hovered anim state and Hovered trigger to all unit anim controllers.
merged TileTrim branch to main
UnitView listens to hover event, sets Hovered anim trigger
cargo ship style 2 end - prefab organizing, lighting pass
fixe turn banner anim
tweak temple a fog to reduce a bit the rim light flickering due to the reflection
Switched to using prefabs.
Moved trim generation to new BoardTrim class.
Added TrimEnabled option to tile definitions.
Various widgetry improvements.