252,586 Commits over 3,990 Days - 2.64cph!
UnitAttachmentPoint joint setup editor size in UnitViewUtility
UnitView spine fixed joint setup in UnitViewUtility
UnitView public fields to properties
set some conditional aborts WTF they are. Fixed it though!
Removed AlwaysWin condition from some AI data (not needed anymore)
Some small touchups to Morale and fleeing.
This "should" be more correct handling of flee destination (it can now fail).
set up aim throwing for spears
Automated Linux DS Build #369
Automated Windows Build #369
Hud Notice system
Added notice for level up, item available with non placeholder sounds
Automated Linux DS Build #368
Automated Windows Build #368
GitSync - Spawnmenu DHorizontalReizers & less PerformLayouts firing each frame
Updated some more spawnicons
Stopped time going negative and kept mission panel on screen until mission started
Added boost meter
Updated missions to broadcast player list
Added templates for some buildings.
Automated Linux DS Build #367
Automated Windows Build #367
Allow up to 3 star layers in g_sky
env_skypaint now has option to change number of star layers
env_skypaint positions star textures based on RealTime instead of CurTime
- Backing up before I try and figure out how to use multiple BTs
Switched missions to use correct icons
changing 4300 files on a hunch
fixed broken building views and added missing interaction positions to mud hut 01
set up aim throwing for mace
Fixed entity view creation not properly zero-ing assets
Fixed issues with projectile VisualFX
VisualFX FollowUnitHead positioning mode ignores rotation
Feedback, analytics, fixed massive onvalidate bug
Unit.Items.OnPickedUpItemCallback now properly tests picked up items against existing unfufilled Desires
Effects component removes all active effects in PreDestroy
first pass sneaking anims
Fixed shitty view management bugs
Actions : TakeFromDispenser waits for callback instead of ending, when it should
Crafting queue cleanup
Double click craft
Touched 2800 meta files for no good reason