19,298 Commits over 1,614 Days - 0.50cph!
Biome material library editor improvements
Replaced pines with new asset, Tree component etc
Zone+Weather sets shader global "global_Wind" in Update
Renamed Color to Main Color on before/foliage shader due to runtime errors
Updated ASE to latest version with shader instancing toggle
Disabled batching on before/foliage shader + enabled instancing
Activated instancing on tree trunk and leaves material
small change to where (moveStateLerped != moveState) is so will stop units from running really slowly
set materials back to speed tree
Effect icons in the detail view screen are now the same as the HUD widget
Added a check in RemoveFlag on HumanView to toggle isSleeping on the animator (trying to catch isSleeping animator bool being left on)
Fixed EntityManager throwing an exception on boot
Suppressed "Go To Sleep" command while a unit is asleep
Exposed "Wake Up" command to player while a unit is asleep
Updated ASE to 1.1.0 dev 002
missing from last checkin
Fixed Delete button in Load Game screen displaying "Save" as it's text instead of "Delete"
Fixed unit portrait animators being incorrectly aligned when first opening the unit detail view
fixed building placement physics checkbox not respecting building rotation
more building placement work - buildings now rotate on a plane oriented to the surface normal rather than looking at a physics point
also fixed being able to place at invalid rotations (again)
added a check to GridScoreAtLocation to catch for NaN score results from a grid (need to look into why threat grid is returning a NaN)
Added an editor preference that exits Play mode in the editor when a compile is detected
Navigation component clears destinations list when the last is reached
Senses gizmos debug behind editor pref/options
Fixed Dispenser spawning items at origin
Fixed WarmthNeedSimulator always returning 0
Added dancing around the fire behaviour
DSE validation null checks (allow null settings refs in data)
merging ConsoleCommands branch
merging ConsoleCommands branch
trying out several player building placement logic tweaks:
-building rotation is now updated even if the placement is invalid (fixes buildings getting stuck in invalid state/rotation)
-building rotation should now be more reliable/steady when moving a building
-fixed buildings not updating their valid placement check when rotating
finish_build console command can now (mostly) finish building upgrades
added new Rally Group command to radial menu
Fixed bad activity creation in Relationships component
Fixed potential NRE in UnitDetaiViewModal
Disabled volumetric lighting pending weather/biome integration
Log warnings instead of errors when a DSE element reference is null, skip over them in evaluation
Screenshake lerp strength by distance from origin
Tree felling sound, tweaks
Screen shake distance is 20
Don't screenshake unless source is within a max distance of camera
teleport_all now directly accesses the selected unit
added a "teleport_to_position" command that teleports all units to the location the camera is currently looking at (use with free cam mode)
Two new console commands:
death_touch - pass true or false to enable death touch mode. When enabled all player controlled humans do 9999 damage
teleport_all - teleports all controlled humans to the position of the currently selected human (might expand with more teleporting options)
reworked god mode command to set unit health to it's max value any time it's not at that value
ProjectVersion f2
Tree stuff