199,464 Commits over 4,140 Days - 2.01cph!
Use GameObjectRef for nested navmesh for monuments.
Added workshop truck prefab
Refactored some Command shit to be a bit simpler and reduce amount of code in PlayerController
Added UnitIsSelected condition, added to idle module
PlayerController command cooldown system WIP
Player controller command cooldown ends early if unit gets attack
Removed IsSelected condition from idle module
Player controller command cooldown only on movement commands
Code generator now produces almost all the output needed.
More item description fixes and updates
snow rock materials were missing specmap following changes to terrain splats
fixing the sewers terrain trigger issue
Cleaning up output errors
Can Hold Item now checks blocked attachment points
Behaviours can optionally define whether or not they trigger an AI cooldown after being used as a player command, applied to a bunch of stuff
fixing a terrain blend material
creating railways stairs and building collision
Added camp POI
Added support POI icon color from entity/group hostility
Refactored some UI colors stuff
More POI support (optionally use entity name as label)
Desk, computer cabinet, desk texture tweaks
More post-dx9 occlusion culling changes and cleanup
Tweaked fake reflection shadowing
Temporary fix survey charge server compile error
Some camera cleanup, direct unit movement control disabled in certain modes
UnitAttachments refactor (doesn't compile yet)
Fixed modal window toggle inputs working when the console is open
more WIP squad editor UI stuff
Fixed Containers on Wearables not parenting objects to their respective wearable object
Added ItemSizes enum for categorization and ItemContainer restrictions
Updated all items
Fixed a couple of checks that weren't working correctly
merge from UnitAttachments refactor to main
Tidy up of fields from old system of attachments
Tracked down why server/client states didn't get back in sync properly anymore. One line fix as always...
Minor edit, save latest motor state after AdjustPresentState
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