192,569 Commits over 4,049 Days - 1.98cph!
Force Tick after setting combat target.
Fixed pingponging between targeting sleeping enemies and non sleeping enemies.
Break additive emote goal if in combat.
Implemented Goal Plan to make people wait if they want to perform an interaction but can't.
People should now pick up food as well as harvesting when filling the stockpiles.
update avatar shader
adding face variation mat/texture
Fixed perception missing its simulator
UnitInspector, attib/vital assets.
StatBar implements IComparable for sorting by StatTypeDefinition.SortValue
Fixed some bad values showing up in stat tooltips
TooltipElement can hold an IEntity reference, for more consistent tooltip handling
compound bow, lods and prefab
Stat bars in large tooltip
Fixed stat bars getting wrong stats
more replay stuff, match history entries now only created for multiplayer matches
[D11] Fix for controller rotation on xb1, ortho basis matrix for xb1 added
Stripped out some useless shit from ValueElement
Attributes can be simulated
Added perception stat, AverageStatSimulator
StatBar can append label to value text element (including staged strings)
Enum gen
Mood staged value strings
StatBar staged label support
fixed UnitEquipmentIcon not renaming itself in onValidate
Removed energy bar from overhead unit frames
Context menu resets
fixing some vertex colours on the weaver asset
Context menu hooked up
NRE fix
Revert selected unit widget
Stat manipulations through tooltip/value elements
WIP new context menu widget
Got rid of UIManager.PlaySound
Exposed common UI sounds in game config/UI section
Hide Hot effect from UI
Moving Destroyed things out of the heirarchy immediately. Prevents them getting into the final project buildings when they shouldn't
Added option to allow items to stay in hands if they are the same ID as the ones being dispensed.
Fixed ResourceView not updating at the start of the game.
Inspector & selected unit widgets.
weaver station has lots of APs