17,530 Commits over 1,614 Days - 0.45cph!
Ground/world clicks deselect all entities not just units, duh
PlayerController entity selection fixes, event properties
Entity.OnSelect/OnDeselect bool set in base methods
Entity.Transform property rename for clarity
Player can select any entity in editor
EntityViewEditor for children
EntityViewEditor SmartObject panel
added back transition to emotes from idle
Bu-bye, TAA, we hardly knew ye
AvatarPostprocessor tweak
new idle randomise system
movements on human setup to stop spamming console
if UNITY_EDITOR wraps EntitySettings.OnValidateHook
EntityView event fixes and UnitCollection trigger re-write
More view > entity monobehaviour deferal
DecisionMaker init fixes and additional cached casting for new Group derived Entity types
Also added temporal AA from the playdead repo
Fixed a bunch of broken prefab refs
Radial layout thing
EC injects smartobject interactions in base init
UnitGroups to UnitClass
Merge from entity refactor
Merge from entity_refactor
Merge from frankie's branch
Radial menu supports abilities and unit targets
Added AbilitySettings.ExposedToPlayer flag
Made some name fields in DataAsset [NonSerialized] (should stop weird name issues)
Radial menu runs condition evaluation on target SmartObject interactions (only shows those that pass)
Unit.Update no longer public or virtual, moved TickMorhs to UpdateMorphs
Data fixes
Default to Utlra quality
Removed Entity from EntityTypes enum
Fixed all bad BCD data related to the above enum change
Entity view managment inserts elements with correct default values
Fixed building view scale values
checking in some fixes tent anim controllers
changed the buildings so they spawn in the item placement editor constructed
Merge from interaction_refactor
tidy up of human controller using substate machines and adding idle to movement blend tree in animals (to make stopping look more natural)
Stick box collider, torch light moveed up, temperate animal spawns
Increased animal spawns factor
Missed a trigger on Movement(Walking) effect
Fixed movement effects being applied badly
IsMoving condition on some effects to be safe
Units removed dead targets and stop attacking
SetDestination checks for NaN or infinity and breaks (hack)
Added SleepInside/SitInside interactions for buildings, updated goal plans
Unit speed anim param tweak
Mixer tweaks, effects fixes
Fixing bugs with unit death cause by flag gating in animation code, simplified Death effect to just set flag
Effects tweaks, removed old Sprinting effect
Added big sticks to tree resource items