197,396 Commits over 4,110 Days - 2.00cph!
Log best module in ai debugger
AI Debugger : Show all module log groups by default in
Disabled portrait render cam
Forgot to pass starting zone through Session.StartNew in editor
most used unit award processor
Tank award processor: most damage taken by a surviving unit
award processors now take a reference to the gameinstance
Reverting MaskedIcon shader change
Wrapped some debug string construction in the proper conditions in UDM filtering to avoid GC
Reduced max DM target values for most units
Testing camera UI render mode
More ordering tweaks, reduced sleep speed multiplier
updated tips to reference middle mouse
- Testbox in build, scene select via menu
- Added EyeHistogram compute shader to preloaded assets in attempt to fix Unity NRE
- Added support for custom starting season
- Fixed DataBrowserTab out of range (missing path in Database)
added shop front building components
created clothes shop sign and added to scene, working on burger sign corner monument
Small delay variance when a crowd member starts jumping
Activity severity & pause on notify support
Asset validate + save
changed award appear sound
Heap based decision maker modules (among the best picking).
BehaviourChainFilter.FilterBySmartObjectViability validation
more outcome/awards sound stuff
Fixed WakeUp GoalPlan filtering an ability for SmartObject viability
Fixed missing GUI style for AI debugger
outcome text move event/sound
Deleted and reimported post processing stack, leaving in root folder to see if it helps builds because reasons
Bone manipulations on Clientside Models will work first try now
game outcome anim events/sounds wip
Remaining caves (for now)
Rocket factory progress / added walkway ledges / split tower stairs into modular meshes
(merged) and Mouse look to middle mouse, middle click to reset now based on viewport %
Fixed missing options toggles
Added rooftop generation
Wall section prefabs
WIP tribe creation and game setup revamp (added scenario and island choices to start new game screen on main menu)
Goal.ModuleWrapper can be null when the GPV is player instigated, so let's check for it.