201,593 Commits over 4,171 Days - 2.01cph!
Renaming Consideration asset files
Sphere tank top walkways/core/storage collision accuracy
Cleaned up entity destruction routines a bit, overriding in Unit to make sure we remove ourselves and our Agent from their respective managers.
InfluenceMapEffector now derived from EntityComponent (TODO : make this configurable in BeforeEditor)
Improved list maintenance in Unit+Senses
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Moving towards supporting mask vs mask testing for influence map type masks.
-enum sweetness (looping through elements, vs manual hardcoding)
Fixed misc IM and made it work with mask vs mask.
Removed debug DDraw I forgot (whoops)
added static refineries to sphere monument
Generalized InfluenceQuery class.
Cleaned up a little bit in InfluenceQuery.
Minor tweak in InfluenceQuery.
Added a DSE for constructing buildings, that wolves and bears don't rush to your camp to help out...
Fixed error spawning some stuff in editor
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Use editor load methods in editor (not game manifest cache)
Added NaturalPredators list (of species) to SpeciesSettings
Added some species sepcific IQ preperation methods to Zone+InfluenceMaps, which prepares queries using the afformentioned species data
Reworked IM a bit, removing the flags type enum
Added BeforeDebugObject component , for deferred (not the rendering type but the english word, yo) gizmo drawing
Derived SpeciesInfluenceMapEffector
Split out IQT and IQCT enums to files
Probably some other stuff I forgot
Player can select any Entity when playing in the editor
Made IM debug gizmos use custom colors (yay transparency)
A few small sound tweaks and second pass on rock sounds
Disabled warning messages
Fixed some issues we had with new IM. No longer clamps results prematurely, and we now use the SO's position for querying the debug visualization rather than the unit's position.
Throw an exception when asset bundling fails
Rebaked island 002/003 maps
Added command history to F1 console (navigate with up and down arrows)
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Finished basic chat.
Weapon tweaks.