193,995 Commits over 4,079 Days - 1.98cph!
input pt3, also removed next turn button event as it wasn't being used (hopefully)
Merge from snow_biome_revamp
Adjusted biome distributions
birch tree mouseover works
Fixed that ice lake 3 was rarely spawning
Improved ice lake 3 terrain blending
Removed Stick and Firewood.
Renamed Big Stick to Stick.
Branches and Logs can now be put directly into the fire.
OnValidate things in SpawnPopulation and ItemSpawner to remove null spawns.
Added DispensableWrapper.IsUsableAsDispensedItem, indicating that the dispenser entity itself can be used in place of the item it dispensers (e.g. in crafting, machine procesess, etc)
added MatchDefinitionDatabase
AI games take GameSettings
When creating a new terrain, store its data maps uncompressed (Unity 2017 regression)
Removed incorrect topology script from rock_med_c forest decor prefab
Monuments only spawn in parts of the map that belong to their tier
Added bounds to MonumentInfo (have to be fully inside the monument tier)
Combat skill gain will now apply the threat bonus regardless of who is attacking or not at the time, also cleaned it up a bit
Added Item.CanBeUsedAs method
Removed target list from Unit.Combat, replaced info class with struct. Refactored a bunch of code
secret_bunker_1 scene setup & files
Derive tangent basis for layers using uv1 (e.g. blend4-way)
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Iceberg material tweaks / heighmap tweak
secret bunkers hatch and frame models, textures & prefabs
Fixed SetDestinationSettings radius modes breaking early due to bad distance check
Replaced Unit.Combat debug logs with EntityComponent.Log variants for auto context/entity log support
Unit.Combat.TryAttackTarget cleanup
Desire removal on GP failure WIP
Entity log clear button, max logs display field
HtmlPanel, awesomium needs js bindings
Monuments default to "all tiers" on their MonumentInfo component
All remaining monuments (like caves) spawn on all tiers
Subtracting unit occluder stuff from main
Cherry picking jarryds occluded units stuff to a branch
First pass on a system to fade objects that are occluding the player's view
For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag
When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view
Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update
The fade material is just a transparent standard shader, this could definitely be improved
Stop gang members from getting object highlights on items for OTHER gang's missions
Better gang notifications
Added notification when enemy uses gang safe
candle hat default blueprint
metal window bars cheaper to research
Gang members get a notification when an enemy enters their gang building
added stance modifiers, less accurate when standing, even moreso when moving
same accuracy as before when crouching
added loot tier types to monument info
Warehouse tier 0
Gas station tier 0
Lighthouse tier 0
Supermarket tier 0
Harbor tier 0 and 1
Airfield tier 1
Satellite dish tier 1
Dome tier 1
'Radtown 3' tier 1
Trainyard tier 1
Water treatment plant tier 1
Launch site tier 2
military tunnels tier 2
Powerplant tier 2
Added terrain filters to icebergs/icesheets to prevent them from spawning on the beaches
Some more scene tweaks
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)
Started a notification manager thing but then decided to do things a different way. Just saving this work