194,005 Commits over 4,079 Days - 1.98cph!
combat debug panel shows if target was player commanded
Jewellery for testing.
Manifest.
Random stuff.
merge from release to main
tweak background shader for screen ratio deformation
Don't work with imperfect position information for AI.
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Eliminated some GC from logging player deaths
Fixed party members not actually getting their combat targets set to the leader's one
UnitIsCollectionMember data fix
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
Hide unit path widget when UI in modal state
added tutorial screen for Find A Friend
EntityManager update gate
Subtracted
23551... you win, unity
A bit of optimization with respect to navmesh obstacles when nav_disable is true.
Removed Role scoring from DM.
Added a Consideration for it.
Merging in global+water reflection fixes and optimizations
More strict disabling of AI when nav_disable is true.
NPC Players samples less positions around them for better optimization.
update font material on menu button
Some gc optimizations in NPC Player.
NPC Player should use same area mask as Animals for now.
adding category header and currency icon
Make the mission screen not show missions that aren't active. It was confusing people
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removed bat menu sound
added thai's wip halloween hat definition, icon
merge-added icons and materials for UI and a few fixes
tweak item icon outline
wip hat
Only use a single navmesh layer (until navmesh baking performance is resolved).