19,298 Commits over 1,614 Days - 0.50cph!
AnimationAudioBundle pitch & volume support
Debug bits
IK on humans
made shadows appear around the humans feet
WIP on testing QuadTree against RTree and Physics SphereCastNonAlloc.
A bit more work on stress testing the R*-tree.
More work on R*-trees and influence queries.
First iteration on an R*-tree implementation. Needs more testing before actual use.
smoothed stabiliseTorso with a lerp
Fixed tribe create not loading
Fixed SaveSceneHook bad paths
Added "DisableCutscenes" to EditorPrefs
Fixed bad path in ProjectSetupWindow
Renaming folders in Scenes/ to be consistent with base proj
Fixed bad path in SceneSaveHook
Reaming GameStates to be more generic (TribeCreate = Setup, OverviewMap = Map)
TimeManager supports running the game without a TOD_Sky instance
Cherry picking
11265 from base
Paths in config and project setup window improvements
2017 API update, deletes, moves
Separated threat calculation for PerceivedUnitData into two properties; ThreatLevel and ThreatLevelAtDistance
Inverted some distance based Consideration curves
- Renamed ConsiderationGroup to CompoundConsideration
- ResponseCurve now a static utility class
- Considerations no longer use ResponseCurve, replaced with AnimationCurve
- Replaced AssetList usage for Consdierations, Bonuses and Penalties in DSE editors with a new custom drawer
Standardised overhead icon/UI element positioning, added support for lerping offset
Misc HasFlag usage, because .NET 4.x
Exposed ECS config (ms budgets, tick rates)
fixed some locomotion anims revert when unity fixes fps bug