201,553 Commits over 4,171 Days - 2.01cph!
Removed item value for building.
Added DrawFields and DrawProperties methods to BaseDebugDrawer.
Tidied up Building a bit and started adding registering of items.
unit mark now gets set at unit db creation
unit mark now factored into repair cost
Fixed various canvas group extension methods using wrong overloads
New trees / improved douglas firs snow variants / adjusted LOD distances
Worked out a lot of parenting issues.
Fixed radial hint icon being badly positioned
Hopefully fixed item pickup failures
Mining quarry A / fixed a uniform dirt circle around the monument
Updated skin hair test scene
Disabled compression on test mesh
Simplified base color mask mixing
updated water well monuments with working well prefabs
Correctly call OnSendNetworkUpdate when spawning static map entities
People now actually build
reworked career unit init/construction
moved attack min/max damage to unit tag system.
updated attack damage UI calls to use unit property not attack def.
Adjusted water well spawn rules
Removed fog from scene view
Ice lakes / removed trucks to prevent exploits
water_well_d blocking volumes fixes
Tweaked water well terrain adjustments
Hapis water well placement tweaks
finishing touches on water well
disabled pressure system
Updated Scientist spawn points for Military Tunnel.
Fixed "warp to (0,0,0)" bug when spawning Scientists in a new cover point volume.
Turned off evaluate single entity per type in breed goal (need to check multiple units for breeding)
Making spectators a character type was a mess. Too many places where something wants a character, but only if it's a real physical character and NOT a spectator. Separated them but gave them a common base interface as well.
Added custom/simple water shader (std refraction + anim)
Testing and fixing some bugs