241,032 Commits over 3,867 Days - 2.60cph!
made stone throwable and made the correct animation play
- Fixed loads of runtime warning spam that's started recently
Group+Stats also sets average max values for Vitals
MusicManager changes current mood based on average Player Tribe Mood stat value
VisualFX support for particles simulated in unscaled time
VisualFX support for non-entity bound things
PlayerController uses VisualFX for click/move orders
- Lots of changes to room prefab building tool. Fixed stuff and should be good now.
- Deleted Particle Playground
TutorialManager - >PlayerTutorialManager
Hide old spawn data from UnitSettingsEditor
added dummys for combat testing
- WIP (fucked) room building tool updates
Conditions and Considerations must define their EvaluationTargetTypes property in code, no longer defined in data
Selectors no longer take an EvaluationTarget param in their Query method
FOR FUCK SAKE room script to setup floor for minimap render
FOR FUCK SAKE room prefab
Fix for invisible materials in empty scenes
Patrol helicopter server gibs entity bounds
Mortar (need to check shader - it goes invisible when applied)
Fixing some material import settings (as discussed with Vince)
Melee distance padding tweak
Merging update for Hapis/Savas islands
FOR FUCK SAKE rotorz tile for minimap
FOR FUCK SAKE teleport fx, removing loop
Tags and Behaviour Groups
Cursor stuff (isn't great yet because reasons)
Added death activity triggering and modified kill deer trigger to listen for this.
Looks like tutorial stuff is working now. Updating for better testing.
Desire condition and filtering improvements
Cleanup pass on all DSE content eval target settings
Moving shared functionality between various task widgets into base functions.
Dispenser replenishment tweaks
Fixed errors on tribe create UI screen
TakeFromDispenser.OnMinute event listener removal
Minor selector/desire tweaks
Resharper temptaes updated
Considerations refactored to use single class
Conditions refactored to use a single type, like Actions earlier
White move orderf FX
...filtered so that you can actually read them
Written PH icons for effects
AI data pre condition refactor tweaks
UnitView root capsule collider is trigger
Action.ConstructBuildingSettings state handling
Only spawn one FX per player move command, regardless of selected units count
Random unit destination in radius is scled by number of units