199,994 Commits over 4,140 Days - 2.01cph!
Foliage displacement can select whether or not to render as a billboard on the component
reduced size and removed black mask on minimap icons
removed black mask from speedo masks
Can now play more than one AI game in a row without it breaking.
Fixed multiplayer mode not working properly.
Version++
Don't send tile hover mouse events to the server when playing the AI
latest unity fixes additive animation layer bug so turned it back on
Fixed a condition I broke in the earlier refactors
attachmentpoint data for mushroom as warning was annoying
Added Entity.IsScripted
Fixed timer.Adjust erroring but working
Fixed Weapon.IsScripted's return value
macOS: VPC builds use OSX 10.7 SDK & libc++
Can now click on large map icons for GPS directions
reworked local games to use Invoke for turn timer instead of system timer, to fix local games breaking on timeout (threading issue)
Zone season stuff to partial, cleanup
Update view clone when opening detail view modal
Drug zones get displayed on the map.
Fixed Knowledge overlay labels flashing when cycling selected unit
Fixed knowledge overlay labels not showing for entities that were out of the camera's view frustum on activation
Lock camera when large map is open
WeatherWidget listens to events on WorldManager rather than doing a check for season changes every day
Foliage displacement no longer creates a second camera (eliminates all overhead)
Burner damage range is now 3-4 up from 2-4
Launcher attack no longer LOS checks units
macOS: LuaJIT builds use OSX 10.7 SDK
Zone next season setup on first time init
Testing entity path validity cache in UDM (once per simtick)
Removed bad knowledge overlay widget entity in view check
AI move-attack now correctly checks if units can move
Fix for burner self targetting sometimes (?)
macOS: Dependants use OSX 10.7 SDK
macOS: gmad/gmpublish use OSX 10.7 SDK
Navigation isStopped safety
Defer Senses flag on UnitCollections will cause collections to route any CanPerceive requests to the leader of a collection
moved enemy camp somewhere else
Fixed Navigation.IsValidDestination using agents active path (added buffer path)
Zones now keep track of what gangs are selling drugs in them and the controlling gang.
viewmodel organisation - clean exports for vm
Added Energy to vitals widget, moved temperature to weather widget
People pick up thrown weapons again
Better tree wobble gating
Hacky fix for selected units blowing themselves up leaving them selected (need to move SetNextState stuff from command to commandblock soon instead)
Fixed VectorUtility.GetAverageGroundNormal not actually averaging the result ;x
update tree wobble code a bit
Interaction plans define priority in their wrapper, smartobjects return first interaction in order of priority when using GetDefaultInteractionPlan and default defined in data is not available
Fixed WeatherWidget NRE in Update before game has finished loading
player commands should now unsubscribe an existing subscriber in order to force a subscription
Hopefully fixed a bunch of seasonal transition issues