19,298 Commits over 1,614 Days - 0.50cph!
checking in some fixes tent anim controllers
Entity view managment inserts elements with correct default values
Fixed building view scale values
Removed Entity from EntityTypes enum
Fixed all bad BCD data related to the above enum change
Data fixes
Default to Utlra quality
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
Radial menu supports abilities and unit targets
Added AbilitySettings.ExposedToPlayer flag
Made some name fields in DataAsset [NonSerialized] (should stop weird name issues)
Just started fleshing out the files.
Another small idea burst on architecture.
frankies work on unit movement and randomised human eye size/skin painting
made eyes close when sleeping (and open again after)
need this file I guess.... must have forgotten it from another checkin
wip of hair animating with shader driven by head movement
WIP Entity component refactor
removed some test variables and commented out some debug lines
Bunch of unit data + prefab fixes
Merge from frankie's branch
More refactoring, data and editor side crap
Merge from entity_refactor
Simplified Entity view creation
Grazing points spawn pop fix
Cache cast of Entity to Unit in UnitView.
WIP Agent as EntityComponent
AgentParameters serializable
AgentParameters in EntitySettings base
Nuked assets
Editor tweaks + Entity/CreateView fix for entities with no data
More view related fixes, Entity constructor cleanup
Agent init fixed
Data fixes
Actually fixing entity view creation when no prefabs or settings are provided
Merge from entity refactor
Radial layout thing
EC injects smartobject interactions in base init
UnitGroups to UnitClass
Fixed a bunch of broken prefab refs