224,690 Commits over 3,714 Days - 2.52cph!
Fixed stockpile units goal using stockpile items filter (needs different conditions)
Tried to fix an NRE in Desire.Fulfill()
Testing and fixing some bugs
Added custom/simple water shader (std refraction + anim)
Making spectators a character type was a mess. Too many places where something wants a character, but only if it's a real physical character and NOT a spectator. Separated them but gave them a common base interface as well.
Turned off evaluate single entity per type in breed goal (need to check multiple units for breeding)
Fixed "warp to (0,0,0)" bug when spawning Scientists in a new cover point volume.
Updated Scientist spawn points for Military Tunnel.
finishing touches on water well
disabled pressure system
Hapis water well placement tweaks
Tweaked water well terrain adjustments
water_well_d blocking volumes fixes
Ice lakes / removed trucks to prevent exploits
Removed fog from scene view
Adjusted water well spawn rules
reworked career unit init/construction
moved attack min/max damage to unit tag system.
updated attack damage UI calls to use unit property not attack def.
People now actually build
Correctly call OnSendNetworkUpdate when spawning static map entities
updated water well monuments with working well prefabs
Player can now mouse click over items to pick them up.
Simplified base color mask mixing
Updated skin hair test scene
Disabled compression on test mesh
Mining quarry A / fixed a uniform dirt circle around the monument
Hopefully fixed item pickup failures
Memcpy array elements coming from C# to prevent unaligned access exceptions
Fixed radial hint icon being badly positioned