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17,530 Commits over 1,614 Days - 0.45cph!

7 Years Ago
Merge from 2018.2
7 Years Ago
Better stats debugging to show caps. Potential fix for GroupNeeds cap getting reset and applying bad cap to mood.
7 Years Ago
Target Filter Condition can now run as a Condition or a Selector. Relevant conditions in building goal changed to condition.
7 Years Ago
Data
7 Years Ago
Building AI partial revert to single goal
7 Years Ago
Fixed construction renderers and capacity renderers
7 Years Ago
target filter caching test
7 Years Ago
Effect removal safety
7 Years Ago
Various building AI tweaks
7 Years Ago
Save
7 Years Ago
Building AI is gated by a check for any unbuilt buildings
7 Years Ago
Added Condition.UnitSettlementHasStockpiles TargetFilter organisation, partial for entity source methods, profiler hooks Stockpiling AI is gated by check for settlement stockpiles that aren't full
7 Years Ago
Merge from imposters
7 Years Ago
UnitFrame sleep indicator Made all unlocks game ready to test tech trees a bit more Tweaked some building overlay UI
7 Years Ago
Removed UIUtility.Get<T> log
7 Years Ago
Make sure ECS ticks run according to the set tick rate, slowing down the game if required
7 Years Ago
More cleanup
7 Years Ago
Material property block usage cleanup
7 Years Ago
subtract
7 Years Ago
Probably fixed buildings and stockpiles looking incorrect
7 Years Ago
Make sure StringBuffer grows to at least the required length
7 Years Ago
Fixed TribeJoinNotificationPopup.ShouldActivate NRE
7 Years Ago
merge from dispensable registration branch
7 Years Ago
Zone components lazy get parent
7 Years Ago
NRE fix, data
7 Years Ago
Fixed units getting flagged for debug by bad inspector code MapSettings stores a biome def, no longer needs to be set on the ZoneBiome component in scenes Debug tools filters game events by type to avoid errors Settlement debug panel has a button to force a level up
7 Years Ago
Removed some debug lines from GameSpeedControlsWidget ECS can tick continuously
7 Years Ago
Allow StringBuffer to replace with null
7 Years Ago
Notifications will now auto expire if the creator entity gets destroyed
7 Years Ago
StatManipulator pooling fixes
7 Years Ago
Fixed trigger evaluation running when the game is paused or not in playing state
7 Years Ago
Getting rid of some allocations: - StatManipulators were never being returned to the pool - BuildingView always allocating for a closure that isn't used 99% of the time - Add StringBuffer as an alternative to StringBuilder that doesn't shrink
7 Years Ago
Fixed research module being gated by research job that was not assignable in game. Job is currently un-used, corresponding crafting jobs are used (altar may require a separate job) Research stations can specify a required job Conditions.HasRequiredSkillForResearch -> CanResearchAtStation, checks job and skill
7 Years Ago
Fix
7 Years Ago
Connections position fix
7 Years Ago
More connections stuff
7 Years Ago
Tech tree node connectors
7 Years Ago
Scene
7 Years Ago
Tech tree picker modal
7 Years Ago
More research UI
7 Years Ago
Research UI progress
7 Years Ago
Updated tree_pine_trunk
7 Years Ago
Cleaned up biomedefs Updated foliage impostor bake preset
7 Years Ago
Removed tree_pine impostor (on this branch) New single-pass impostor runtime + bake shaders Updated beforefoliage shader
7 Years Ago
ASE fix
7 Years Ago
Compile fix
7 Years Ago
Research UI progress
7 Years Ago
Updated impostor shaders Added tree_pine impostors Added tree_pine impostor materials to biomedef
7 Years Ago
Fixed ASE material copy-paste Updated Impostors to latest
7 Years Ago
Biome material refactor