193,737 Commits over 4,079 Days - 1.98cph!
UICareerRoot now listens to new market units available event and enables the new notification icon on the market tab
Preview images for all buildings
Removed Gatherer role and all references
Added Stonecutter and Potter roles
career mode teams are now created with only 8 different starting units, others can be bought at the market.
Renamed culling.world to culling.env, unsaved for now
Fixed TimeManager.ProgressTime not being set to true in some cases upon leaving the map view
Fixed a bunch of missing images from icon component changes
Removed building and crafting screens from the tabbed mega-modal thing
More DataAsset warmup stuff
Added prototype level with hand in volume on moving platform
Fixed upkeep resource numbers being shown incorrectly when reconnecting
Added convar to control game starting, tweaks.
Oil refinery sound ref fix
OnGameStart uses RuntimeInitializeOnLoadMethod instead
DataAsset.OnEnable no longer virtual, added OnGameStart virtual method called by OnEnable when the application is playing
Added persistance version
BP WHIP
mining quarry fixes
skin approval
Secondary cupboards decay if there is more than one cupboard on a building
New weapons, new footsteps
Culling world toggle NRE checks
quarry types specialized to different resources (hqm/sulfur/stone+metal)
bases heal themselves if upkeep conditions are met and have not been attacked for 10min
tool cupboard only accepts resources
Added preview image generation to building editor tool
Added DataAsset.Preview image
Added new building UI (WIP)
armored base cost reduced to 20hqm instead of 50+stone+wood
reduced all ammo crafting times to 3s
armored base cost reduced to 20hqm instead of 50+stone+wood
Work in progress on AI behaviour.
upkeep panel properly displays time left until decay begins
tool cupboard has 18 slots
Reapply
24349 and fix cocked up sound refs
Added scene view sync (third party)
Make items drop from above if they fall out of the world
added intro time to coop game mode (so we can skip it when testing)
Added soft particle fade support to particles/water drop
Subtracting
24349 (deployable sounds)
NPCs move into the circle if they aren't in it.
Marked dropped rug and bear rug as dynamic occludees
Fixed bad portraits on map
Fixed fucked up tooltip on map
Fixed potential NRE in worldmodel outline
can now buy units on the market and they get transferred to your team roster.
Sticks and rocks are no longer weapons (for now)
Fixed time controls tooltip
hunting goal requires weapon
Fixed potential NRE in Building.RequiresItemProvidedByItem
item pickup desire fulfillment should get all corresponding desires.
correct weight for role item finding desires.