194,326 Commits over 4,079 Days - 1.99cph!
Fixed bad editor tags in WhatsNewWidget
Fixed TutorialSettings.OnValidate lacking if UNITY_EDITOR
only set tree meshes to no vertex animation after they have been cut down to let stump bend in the wind but not after been cut down
Cops no longer drop stuff when they die
using new placement effect
adding placement smoke prefab
Fixed floor snap
Started to add heights
Added no alley hex 8 variant
Fixed rotation spazzing when picking up units
added PlayHiAnim() to UnitView, now ref that instead.
Unit hit gets triggered when dropping a unit onto tile
Placement effect now plays when dropping a unit on a tile in squad editor
Added DelayedDestroy script to JumpEffect
Moved info card panel display from long hover to hover event
Added scattering/fog support to new explosion shaders
Disabled top and bottom fade masks for unit panel
Improved Tool Quick Search - Now also searches tool category names
Added support for DTextEntry placeholders, DTextEntry.SetPlaceholderText and DTextEntry.SetPlaceholderColor
Spawnmenu search features now use the new placeholder functionality
squad editor unit list now defaults to the large view, clean up
removed debug test output
Can now display a unit's threat map as an overlay via the Morale component debug panel
removed boxes and cones that would get the bradley stuck
adjusted props to slightly funnel the bradley in hard to navigate areas
preliminary engagement path work - don't allow bradley to turn in straightaways
Increased Human max filter target candidates count to 15 (was 10, lower than some animals)
Added an ignore carried items option to BehaviourChainFilter to filter out items held by the unit running the filter
Turned this on for the Gather fuel for fire goal plan, fixes unit's clothing getting evaluated in the filter
Reverted the random peek point I committed earlier
TargetFilters will now peek into the target array at a random point rather than starting 0, helps when dealing with large (10+) filters to ensure items that are at the end of the array get a change to be selected
New gathering for fire AI WIP (DM disabled for now).
Value For MachineProcess is now a mode of EntityValueConsideration.
Removed confidence from decision scoring
DecisionMaker and DecisionContext now reference an IUnit rather than an IEntity that we cast as IUnit everywhere.
mousing into the map viewport of preview map now switches to edit mode
Progression widget now modal
Closing potential sources of NRE in occludees
Packed another few dozen materials
Minor tweaks to texture usage report tool
Deleted the squad editor unit buttons from the scene
Changed unit button bar spacings to work with normal Unit button prefabs
Supermarket loot spawn tweaks
Merge from weekend_branch
Added events for clicking map button for preview and for edit.
Bottom squad editor panel now opens/closes depending for edit/preview modes