198,840 Commits over 4,140 Days - 2.00cph!
Better solution to prevent flooded roads
Team roster generation, roster gen params.
Creating a new career now creates rosters for all the teams in it, using the league level gen params.
Ice lakes are placed after monuments so they don't occupy half the arctic biome
Added mask as a 5th argument to ENT:TestCollision
added CareerUnit
added some CareerUnit related consts to CareerDefines
fixed game being paused upon restart
UI refresh now happens at session end
fixed issue causing TerritoryLocationSelector to have a null grid.
Command no longer uses PooledList
Command pooling clarification
Fixed bad ThirdPersonCamera profile asset/assignment
Added "survive winter" objective to the default scenario
Added terrain anchors to power line pylons for better placement
Same thing for power lines
Split river and road terrain adjustments into their own procedural components
Improved mesh generation and terrain adjustments for roads and rivers
AI uses singularity raycast tables to shift the behaviour matrix towards more life-like state-changed functions.
Disable highlighting renderer with UI
Fixed tooltip lingering when player entered fog of war
More work on animal behaviour.
Fixed GameUI missing primary tooltip reference (and in turn fixes an NRE in RadialMenuWidget)
Fixed movement controls occasionally blocking deselection
Player controller clears and properly resets command pools (needs refactoring, feels like a mess)
Goats are no longer heavy as fuck to carry
Added BaseEntity.GetTypeString, override to return a nice player-friendly taxonomic phrase (wot it is, wat it do)
Improved transition from procedural roads to monument roads
Fixed the occasional gaps between roads and terrain
Fixed terrain sometimes peaking through roads
adding currency icon to the icon font
Mining quarry wooden watchtower
Auto push to public branch on steam
Fixed potential NRE in playerController
Fixed tabbed window view buttons not being clickable
fixed single unit building commands