252,069 Commits over 3,959 Days - 2.65cph!
- Debug visualiser done for now.
- Nearly there, made an on top shader for line positions
- Visual debugger visuals++
- Visual AI debugger progress. Visual-ish.
- Started making an Action Queue visual debugger. Has no visuals.
- Started refactoring some stuff to support the new gameplay changes
- Bridges now require resources
- Birdge pillars now have colliders
- More controls, more building stuff, more more
Replace KillerName in streamermode
- Pathfinder cleanup. Now outs a list of islands
- Started making a Bridge/island pathfinder
Fixed lighting mode tag in custom particle vertex lit and pixel lit shaders
Radial menu supports abilities and unit targets
Added AbilitySettings.ExposedToPlayer flag
Made some name fields in DataAsset [NonSerialized] (should stop weird name issues)
- Tired to make wood look more like wood would
Radial menu runs condition evaluation on target SmartObject interactions (only shows those that pass)
Unit.Update no longer public or virtual, moved TickMorhs to UpdateMorphs
Data fixes
Default to Utlra quality
Upped queriesPerSecond default
Removed Entity from EntityTypes enum
Fixed all bad BCD data related to the above enum change
Entity view managment inserts elements with correct default values
Fixed building view scale values
checking in some fixes tent anim controllers
- NRE fix for when leaving bridge building mode
- More bridge work. Getting there
changed the buildings so they spawn in the item placement editor constructed
Updated mission dispatcher
Network updates
Merge from interaction_refactor
- WIP bridges commit before I fuck it trying to make it better