193,445 Commits over 4,079 Days - 1.98cph!
World stuff.
Fireball spell.
Items & manifest.
Added button to pick inspection target, fixed inspection not working for all interactables
Units can have multiple active roles
Double LMB on any entity now inspects it and opens the detail panel UI
Merged EntityInfoWidget & UnitDetailViewModalWidget into single EntityInspectionWidget
Added role assignment widget
Fixed swimming FX motion vectors
Fixed some nulled stat type defs in Alive and Swimming effects (removal of Entertainment stats earlier today)
skin approval
raid ability added back to arrows, but nerfed
More Crafting component stuff
Added base+biome tinting to core/foliage
Added copy/paste buttons to all core shader inspectors
created new hair cap material that blends with skin, and tweaking textures and mesh
removed raid ability from fire arrows (for now)
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Fixed UI.Options.KeyBind trying to change its name all the time
Fixed options being invisible until toggled when opening options tab in main menu
Finished pine trees LOD0 / added prefabs
Fixed "lock" game object on shopfront being on unnamed layer
Fixing a GameObjectRef (build warning)
Crafting component pretty much working now
Fixed moon brightness regression
Beancan grenade admire fix
Added core/skin (haircap-layer) shader
LMB on selected tribe tracker portraits will now deselect other units
Removed Entertainment Vital and Fun Need
Dancing effect buffs Mood
Updated hair shader inspector
water_well_a mini monument progress backup
Updated hair spec and rough property names + values on existing materials
Fixed inverted brightness in skin dual layer
added female pubic hair cap with shared skin/hair material to hair_caps branch
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water_well_a mini monument
Improved global fog calculation (plane no longer ignores fog, fog has identical density from A to B as from B to A)
Fixed activity notification portraits getting color from mood gradient
Fixed activity popup not displaying
pass on unit texture mask
adjust color kits / added new one
rerender masks