17,530 Commits over 1,614 Days - 0.45cph!
turned off subd modifier from human
Removed source files commited to wrong repo
Trait picker UI respects compatibility, appends cost and compatiblity messages to tooltip text
Optionally hide stat manipulations from tooltips/other UI
Fixed crappy bug in BaseUIObject that resulted in the building inspector window being unresponsive and closing on click
Fixed command buttons not showing
human male asset (nothing hooked up)
Replaced PlayerCommandTypes enum with PlayerCommandDefinition asset type, commands UI pulls from these assets so its easier to maintain
Added Mine and Chop jobs, updated all resource entities with correct job and command types
A little database attribute prep/experiment
Skill gain every minute when dispensing
Less banding on ghosts.
Inactive ghosts use pfx silhouette, but not an outline.
Middle ghost is first pick and you work outwards.
Attempted to copy matrix editor from Unity source but commented out for now because it's no better than our current one
Entity view prefab processing updated to use new API, fixed Unit views not getting all their APs generated
Compatibility matrix tooltips (still cant work out the weird label cutoff tho)
Fixed update ragdoll button
Units handle their own prefabs instead of using the base def list, no longer enforce view per gender/age combo
Reimported unit views (should fix BEF-521)
UnitAges now UnitAgeGroups, various age related refactoring in preparation for supporting an age slider in char create
Updated ASE to v1.5.6r4; adds fixes to 2018.3b event & shortcut handling
Updated Amplify Impostors to 0.9.2 (includes fixes to ASE node)
Added foliage animation/sway to impostors and shadows
Excluded some variations from decal standard shader; renamed to Before/Decal/Standard
Fixed terrain decals not showing up due to bad pooling
Fixed randomised traits not respecting existing or compatability in tribe create
Fixed unit view foliage displacement being turned off and not coming back on when culling group vis changed
Container registration tidy up.
Container now listens to desired target change and clears registrations if appropriate.
Decal & foliage displacement cleanup
Editor pref for disabling auto save
Fixed char create humans spewing errors on awake
Fixed ObjectPool NRE when quitting
Added terrain decal pooling
Added unit view foliage displacement object
Re-enabled context menu on selected/self for manging attached entities (e..g carrying units)
Tweaks to building placement invalid message UI
ItemView sets rigidbody collision detection mode in Awake
Fixed UnitNeedsDisplay.Clear NRE
BEF-513: Double RMB to jog does not work, issues duplicate move cmd
Fixed missing tooltip assignments in the Game UI
Resource.Tree ignores on OnInteractHit events after being felled
Settlement creation no longer requires leader selection
Cleaning up various bits of code that assume a settlement always has a leader
Conditions.WantsToJoinASettlement now writes closest inhabitant if there is no leader
Fixed Combat.OnAttackHit event returning early when it shouldnt (UnitAnimation now avoids event callbacks when not in proper game state)
remove items in campfire if time has completed instead of just clearing the queue (stops the fire getting stuck if you debug add hours)
Safety check to not enable corpse dispenser interactions if they have 0 quantity
BEF-513 Double RMB to jog does not work, issues duplicate move cmd (removed for now)
BEF-516: The UI should display why a building cannot be placed
BEF-515: Switching selected unit with the inspector open should not change the active tab
All menu items now live under Before/, with the exception of the Scenes menu
Removed asset save hook, detect id clashes in Validate All instead
Moved foliage animation code to a shader function
Updated before foliage shader
Dispensable validation to avoid dispenables with 0 quantity.
Fix for last thrown weapon not being correctly removed from possessions when unset.
Settlement leadership bonuses now live on Skill defs