194,758 Commits over 4,079 Days - 1.99cph!
Improved LOD distances in rocket factory interiors.
Fixed map showing when playing demo
Fixed skin errors when playing demo
Reverted AttachmentPointGroup cache array removal, but re-create array on demand in the editor if the size differs from the enum flags length (ew)
Refactored away the AttachmentPointGroup other occupied points array, allows for editing data at runtime
Removed OnStatsRefreshed debug info
Reset game tips on connect
reset achievement hud on server connect
Updated renderer native library (Linux & OSX)
Subtracting my earlier subtraction
Updated native renderer module for windows
Fixed buffer readback alignment issue in d3d11 and glcore
updated export script to work with blender 2.79
Updated some spawn population parameters, increased junkpile spawn attempts
Added SpawnAttemptsInitial and SpawnAttemptsRepeating parameters to spawn populations
Removed another pointless component from the radtown stone ore
Removed spawnable component from radtown ores
Made tocenter debug log unity editor only.
Made a DiplomacyFriendlinessConsideration that scores a relationship from 0-1
Added the consideration to Sleep in Building and Find Shelter in Building so units will be less likely to sleep somewhere not owned by them if the relationship is bad
Player controlled diplomacy now mirrors any relationships that other components have (this might change, still pondering)
removed double sided as couldnt make shadows work with clipping point
CharacterRole refactor into a Strategy pattern. See CharacterRole.cs.
Added a Interacted With Building activity
Added a UsedProperty diplomatic event
Added a new diplomacy testbox for easier testing of this stuff
survey charge minigame baseline
Added a diplomacy check to building interaction, foreign buildings can only be interacted with if the relationship is neutral or hostile
Activities now have a slot for a DiplomaticEvent to trigger, they require Target to be set in the ActivityData to determine the group to assign to
Moved the Attack diplomatic event from the Combat component onto the StartCombat Activity
Minor edit, save latest motor state after AdjustPresentState
Tracked down why server/client states didn't get back in sync properly anymore. One line fix as always...
Tidy up of fields from old system of attachments
merge from UnitAttachments refactor to main