197,445 Commits over 4,110 Days - 2.00cph!
ProgressionTierDefinitionEditor
TribeProgression widget basics
Willow bush / prefab and texture tweaks
Spicebush / textures, prefabs, meshes and billboards
Switched base_anim to CBaseAnimatingOverlay
Wrapping up some progression tier data so we can display nice things on the UI for each tier and the remaining requirements
shield bash 3rd player animations
uv tweaks on short strands
Script auto updates (EventType uppercase / lowercase)
Simplified how we toggle UI modal state (UIscreen specifies a container canvasGroup for all widgets that are hidden by modals, which are held in an overlay canvas)
Fixed Group.Leader being null (first added member is the leader by default)
Connection token provider.
leagues track starting week
added some stuff to check if a league/all leagues have fixtures left to play
more league advancement wip
protobu
Added world reflection quality slider to graphics settings
World reflection quality convar is now saved
fixed a career serialization order bug for week number
fixtures now get deleted when they're played
league advancement wip stuff
Fixed shadows on some building block reflection meshes
Player constructions have their own environment type (no longer share building type)
Improved reflections inside player constructions on quality setting 1
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Improved animal flee behavior
Nuked HuntDesire and added ActiveHuntingArea to Combat Component.
repeated the unit nicknames in the nickname list to quickly double number of names available for now.
set all leagues to have 12 teams each again.
Holding left shift (in editor) when clicking play match will auto grant the player a win without playing the match
Fixed grazing area move action having a radius of 0
Nuked GroupHierarchy component, moved rank stuff to new Unit.GroupMember component
Renamed Action to AIAction to stop annoying conflict with System.Action
AI namespace shit
ItemDesire now uses ItemFilterSet.
Implemented WriteToBlackboard for all desire types.
Cleaned up setting weight and momentum of Desires.
wip UIMod_Market
add a mod to player team inventory on career creation for testing
moved ModInventory out of Career and into CareerTeam.
every team has a mod inventory, serialized/added to proto.
more mod market wip
more functionality for ModInventory
market unit/mod tabs and views now work
Merging equipment_slot_rework
Updated Data.dll with new primary/secondary containers
Hopefully fixed the weapon disappearing bug
Reduced belt size back down to 4
Character interface stuff
Ran CodeGen to make new button input work
Updated PlayerInventoryProperties so sword, shield and staff start in the correct equipment slots
Needed to add some #if SERVER flags around serializing to remove errors when in Client-only mode. We may be able to remove these later. Also fixed a bug in SingleUserInteractableEntity.