17,530 Commits over 1,614 Days - 0.45cph!
item collision detection to continuous speculative.
Fixed strangers destroying themselves when joining from a long distance.
Hack to fix tree/impostor shadows (2018.3 bug report pending)
use continuous collision mode for items
Fixed portrait clones not being destroyed
Fixed tribe create slot states not updating correctly when deleting a character
Trait selection in tribe create no longer applies the trait stat manipulations
Improved char create re-roll functionality
Fixed re-roll not randomising unit appearance in tribe create
Use StringBuffer again now it's fixed.
Fixed StringBuffer.Shift not increasing the array size by the right amount
Replaced TextUtility.StringBuffer with StringBuilder because errors
Fixed BEF-485 When restrating a game the loading screen starts on incorrect value from last state
Fixed BEF-477: Panel on left doesn't update when building construction is complete
Menu scene cleanup, fixed potential for TOD cycles to get saved to config when they should just be copied
Interactions can now be positional when contained, meaning if the entity is contained it will use interaction positions from the containing entity instead of its own.
Fixed building preview mesh pool generation using wrong allocation method (was filling main scene with a bunch of preview mesh objects)
Fixed UIManager loading scenes multiple times
Recompiled impostor runtime shader
Updated Amplify Impostors to v0.9.1
Fixed char create customise widget hiding itself (dont assign close button)
Normalized curve attribute,
Fixed attribute slider point redistrubtion not respecting the min/max values
Fucked off lerping morphs, just set the bone targets on demand. Added custom ranges and anim curve eval for weight blends
No but actually do what i said in the last commit
Added Apply Layer masking option to standard decal shader
Force customisation unit morphs tick in char create
Asset name caching in database init before warmup
Definition.NiceName lazy getter
Regenerated enums.
Fixes to make gathering for fire from stockpile work.
Withdraw From Stockpile now checks if we can pick up the resulting item
Merged various building gathering conditions into one
Reverted some lost morphs data
Char creation screen plays animations after trait choices
Fixed NRE when combat anim event is received during char create
Fixed a bunch of issues with Unit.Morphs
Moved OnValidate to non-unity method, added button the base DataAsset editor and "validate all" tool to Assets menu
Fixed error in UnitPortraits.CreateNewClone when a stranger gets spawned
CanFindBuildingForTarget fix
Fixed crafting orders UI adding double
Various gathering AI tweaks
Various gathering AI bits
Fixes to withdraw from stockpile action