17,530 Commits over 1,614 Days - 0.45cph!
Fixed intro cinematic leaving cinematic camera enabled
increased player raycast distance.
territory AI tweaks.
hacked around the NavMeshAgent hack to avoid hidden units falling through the map when unhidden
RMB pan, MMB orbit, LMB everything else
Hopefully fixed Items+Callbacks error when Unit gets destroyed
Camera module refactoring / cleanup
RTS cam uses alt as orbit mod, MMB for pan move
apparently I modified some data
Fixed player controller move commands not working
Minor water shader tweak
TOD tweaks
Click and hold to move only works when the camera is following selected unit
RTS camera follow behaviour parity with FollowCamera (pending removal of the latter)
Zone intro cutscene improvements
Fixed group progression not returning true when successfully unlocking things
Fixed some janky transitions between some UI screens & game states
Fixed TOD cycle not being properly synced with the game time before play
Unit portrait button targets the correct tooltip
Session scene loading cleanup
Hacky fix for navmesh agents not being placed on a navmesh in certain scenes
Fixed potential NRE in LoadGameWidget caused by null save games list. List is now initialized in the field, upload SaveLoad API methods to take a list rather than outing one
Keywords utility build fix
Fixed tribe members not being visible during the Tribe Create process
Stop EffectSettings errors when loading keywords that couldn't load in build (need to figure out why keywords aren't loading though)
Fixed load game screen not refreshing properly after deleting all saves
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
Remove warmth check on animal Idle
Deer AI bits, more animal default modules
UI tweaks
Removed ZoneEcology.IsPreSpawned flag cause it was pretty useless