19,298 Commits over 1,614 Days - 0.50cph!
Various UI, lighting, post & weather
Mostly fixed being able to skin/butcher corpses while they are being held by a unit
Fixed bad cloud billboard mesh import settings causing weird flickering bug
Removed FX cause they silly
Oak tree leave falling FX test
Post fixes, overlay rendering improvements
fix for units sliding at start of game
Post processing on preview cameras (portraits, crafting/building previews)
Disabled layer weight stuff in UnitView.LateUpdate
UI bits
Minor UnitView update tweaks, removed debug logs
Roles cleanup, UI WIP
UnitView.LateUpdate simplified return conditions
AI modules can specify role parameters, DSE will apply role scoring for modules
More behaviour description stuff
GPV now holds a description
GoalPlan/GPV description keywords support, editor display
Added active behaviour keyword
Keywords util improvements, cleanup tool
Cleaned a bunch of descriptions to use new keyword syntax
Fixed ItemSpawner NRE
Rebaked testbox_hunting navmesh
walk look animation simplification
Switched GiftItem action to a CommandGenerator so the player gets specific options ("Gift Stone Axe") instead of the vague Gift Item (Gift Item) option they had before
Fixed menu initialising with Washed Up game mode but Lost and Found map selection
Scenario editor progress
Fixed player camera modules being initialized twice
Fixed CloudsOfWar objects in scene not un-subscribing from OnGameReady if the event was never fired (e.g. session was edit mode)
Some more changes to try and stop units waiting forever for thrown weapons that are no longer valid
merge from tutorials and objectives branch
Lost And Found WIP improvements.
Remove warmth check on animal Idle
Deer AI bits, more animal default modules
UI tweaks
Removed ZoneEcology.IsPreSpawned flag cause it was pretty useless
Fixed node removal button in AI designer not working
Objectives should be triggered after tutorials (not quite working yet)
Objectives without a Definition will just consider themselves to be completed when the time runs out.
Started work on Objectives triggering after Tutorials.
changed lost and found starting trees to oak so they aren't so blatant
Added triggered spawning to all types of entity spawner.
Added complete all tutorials objective to Lost and Found game mode.
Moved Tutorial Subtask unlocks to Tutorial.
TutorialSettings can now define Unlocks and GameEvents for both starting and completing the Tutorial.
Spawners can now be set to be triggered by events rather than spawning at game start.
Fixed missing mesh refs on oak tree mesh colliders
Restart session functionality added to pause UI
Objectives ported to PlayerObjectives player component
Edit mode sessions dont run scene spawners (only biome populations)
Scenario editor progress
LoadGameWidget selects a save on activate
Fixed steamworks being inited twice
Diplomacy widget updates status icons based on current relation
Hopefully fixed units waiting forever for thrown weapons that are thrown off a cliff and out of bounds destroyed
Simplified Session, got rid of interface and abstract types
Disable fog of war in cutscenes, tribe creation
Game over/complete UI screen shows objectives, allows continued play if the scenario supports it