201,957 Commits over 4,171 Days - 2.02cph!
Rubble piles occluder fix
rabbit carry anim pose in correct place
Render shadows that have already been cached even after the r_shadowmaxrendered limit
Automated Linux Build #618
Automated Windows Build #618
UnitSettingsEditor will now add correct view component for the selected UnitClass
Building description improvements
Unit description no longer shows "thinking of" text
Game UI screen tooltip no longer anchored
Automated Linux Build #619
Fixed animal unit view prefabs having the wrong component
Automated Windows Build #619
removing a Desire now also removes its fulfillment listener
Various UI tooltip stuff
Rebaked island01 with new baker
Maked icon z order in tooltip
Another unitCollectionView is null required test
copied hex prefabs over from new city scene to test arena 2
FOR FUCK SAKE grabber texture/ anim/model
Improved Session state handling (added SessionStates enum, events etc)
Got rid of old game over modal, now using the PauseUI
Fixed quit modal popping on gameover
PlayerProgression clears AI unlocks dict in Reset
Moved animator mood set in HumanView so that portrait clones are synced
fixed rock sounds in 3rd person
fixed harbor 2 not displaying on map
Trait discovery requires the unit to be selected
fixed harbor 2 not showing on map
Biography only shows discovered traits
Fixed bomb mission
Added mission points
fixed hole in hex block 25
added 27, 28 and 29
Building upgrades support icons, used in radial menu
AmbienceManager underground check perf fix
added hex blocks 27 28 and 29 to unity scene, removed some wooden fences to allow you to get out if you're stuck behind them
Fixed tooltips showing shitty default icons
Fixed graphics water quality slider having no effect
Fixed null effects sometimes finding their way into combat history.
BaseSelectedUnitWidget ignores anything not in the player's tribe
added city_hex_30 prefab to stop clipping on dirthex corner
More safety for non tribe selections
Imported google drive stats, dirtied a bunch of assets apparently
Influence is now a default component for all Groups
UnitSpawner adds influence data to the created group on spawn, using the provided territory radius