192,957 Commits over 4,049 Days - 1.99cph!
Fixed unselected indicators not being properly reset between sessions
Scene2Prefab military tunnel
Merged back in ai behaviour stuff.
Optimized/fixed coverpoints
Subtracting ai behaviour
24661 24660
24659 (Server instability)
Added temporal anti-aliasing to player_preview
Upgraded temporal anti-aliasing; graphics.aa now graphics.antialiasing
Deprecated LSO
Updated graphics options UI scene
Updated main camera prefab
Misc tiny rendering updates
Fixed water not rendering
World stuff.
Batching improvements.
Fixed multi-selection not working
Fade out unselected indicators
Desire clenaup (fixed missing filters in some classes), added GeneralDesire type
Added Building.Ownership component
Added Human+Shelter partial
Added UnitRank condition
Added UnitIsBuildingOwner condition
Added indicators for all units all the time
Version++
more robust against NRE in ai behaviour.
PlayerProgressionWidget now goes into modal state
Building placement doesn't resume when in modal state
Stone stockpile unlocks Stonecutter
Player can select non-unit entities, added entity info UI panel
Human overrides .SetView and requests a portrait update, removed
updated some text in basic tutorial
Fixed GPV scores not being correctly passed down from interaction desires.
Momentum drain is now passed down from interaction desires.
Additional info in agent behaviour debug.
▄▄▇▇▄▍ ▄█▄▄ `▆█▆▍▄█▇ ▆█▋▋▊▉█▄▌▇ ▄▊▌▇▊█▍ ▉▍▌▊▄▋▊ ▅█▍ ▋▄▄▇` ▇▉▅▅▄▆ (▌█▉▌▇▅ ▊▄▋▅▊)
WIP UI rework to deal with tribe ranks
▊▍▇ ▄█▊█▍▇▅█ ▌▇▉▅▇▊▅ ▉▍▅▇▄█▇ ▋▍▌█▇ ██▊▄▊▄▇???
Fixed support for Zombie Panic! Source mounting
fix animation controller error
reworked mini unit frame/anim
Some more ai behaviour tweaks.
Added some protection in UnitAttachments and Items to protect against missing items on load (It looks as though some items are being lost on save/load)
Added some bonuses to Collaboration execution to try and make units execute collaborations more reliably
Added a social need consideration to the start conversation goal - this should make units only start conversations if their social need is greater than 40%
Still working on AI for player characters. All broken at the moment
Fixed exception in GroupHierarchy when loading a game
Fixed resources that deplete over time not unsubscribing from events and causing exceptions after loading a game
Lowered grass requirements for turf roofs
Collaborations will now expire if they exist for 4x the timeout, regardless of state (previously they could only timeout if their state was pending, that didn't catch collabs that are stuck for other reasons)
Fixed collaboration OnStateChanged event not getting hooked up when loading a game
Can now remove a collaboration from the debug panel
Changed some baby settings:
Gestation period: now 1 (was 4)
Baby Days: now 2 (was 8)
Young Days: now 2 (was 15)
WIP for AI inputs for playable characters.