17,530 Commits over 1,614 Days - 0.45cph!
Unit path line renderer now increases width as camera is zoomed out in RTSCamera mode
Added a penalty to return to territory module so units are less likely to go home when they have nearby friendly units (safety in numbers!)
Increased party overlay widget view distance to work better with new camera
Fixed sneak and jog party member movement mode behaviours
RTS camera tweaks
Controls modes prep
Fog of war distance calcs ignore height
Fog of war improvements, block player controller raycast when camera is in 50% or more fog
"Fog" of war camera effect, post profile
Fixed desires not having their owner set during load (properly)
Fixed InteractionDesire not being properly persisted
Game mode can specify which camera mode we use
InteractionDesire.GetIcon NRE fix
Uncomment steam integration stuff
Removed memory profiler because its not compiling
green vertex channel is now used to offsync movement in foliage
Fixed game not being paused on gameover
Agent's active GPV will drain score from it's GoalPlan once momentum hits 0
Minimum momentum drain rate is now 0.01 (up from 0.001)
Animal/Combat/Defensive scoring fixes
Added button to open module in designer from the AI debugger
Added ActiveEmote keyword
Fixed bad priority dropdown in interaction lists
Various UI tweaks
Added interiors post volume
Fixed some rock profabs missing biome material object components
Seperators in the selected unit UI are now conditional based on the various widgets
fixed radial menu button animators not working, removed tweeners
various AI tweaks
latest shader that works (before I break it)
Unit.Navigation now disables obstacle avoidance for a short time when we're failing to move for some reason
ImageMasked destroy materials when creating new instance
fix for Weird anim bug when unit has exhausted flag while sleeping
shader is still broken...
reverted shader because it broke it..
updated foliage sahder to use new append node
Fixed corpses not getting cooked on spits properly, they should now stay on the spit and not burn so the tribe can butcher meat off it as needed
Fixed projectiles not reparenting properly when detached from a corpse
Exiting Effects now get a an extra Tick so that exit actions are run correctly (fixes units getting stuck in stealth pose)
Fixed several audio channels not respecting audio settings (Ambient/Ocean/Weather/Wind are now controlled by the Effects slider)
Hide unit path widget/line renderer when UI is invis
Deleted FireFuelCapacityConsideration, replaced usage with MachineProcessCapacity
Added MachineProcessCapacity consideration