193,780 Commits over 4,079 Days - 1.98cph!
Restored shader lods on packed standard
Cloud overlay camera, related tweaks
Packed first material for testing, building/materials/generic/atlas_wood_stone_metal
Fixed rotations of cloud layer renderers
Removed a redundant cast from divide
scene
cliffside topo rock tweaks
Temperate biome has more stone nodes, less metal + sulfur nodes (arid + arctic biomes remain unchanged)
hqm bonus is now 2, relax
schema
Map view cloud layer surrounding mesh generation, byte array, texture update via LoadRawTextureData
Dressing backup, splat painting
chnagedcost of mining quarry (5000w,1500mf,6gear,4sheet)
metal nodes only gives metal
sulfur nodes only gives sulfur
stone nodes only give stone
increased stone yield from stone node
added finishing bonus to nodes (around 20%) when using proper tools
metal node has a single HQM finishing bonus
Default packed material foldout set to hidden
Finished first stage of pbr standard base layer packer
Added extra functionality to ImageUtil + raw data workflow
InfluenceAndTerritory.InfluenceMap exposed as InfluenceQuadTree rather than ISwappableGrid
Moved return to territory into a separate module for humans
String interps in Combat and Activity
fixed an occluder of one watchtower
Removed clouds of war crap from scenes
Rest of the foliage texture sheet factored into tinting mask
Flower clutter spawn slightly taller
Notifications no longer sent globally.
Fixed some UI buttons that are fucked up.
Added isCarried bool to HumanView
if human is attached dont try and put on the ground
Fixed enemy unit button fuckups when dead
Give units the InCombat flag if they are being attacked
-Tall grass clusters and dungeon foliage do not displace
-Tint tweaks, contrast, grass overall shorter
Adjusted item pouch color to look different from the hidden stash