193,446 Commits over 4,079 Days - 1.98cph!
Making sure we don't duplicate obj motion vec fix
Fixed eyebrow materials not getting replaced
Hapis launch site progress
Made all interactions on Trees non-positional and exclusive (distances may need tweaking) because having 20k interaction positions is eating a bunch of perf
setup better effects for trees
added hairstyle 3 male and female. tweaked materials on facial hair 2 to look better and reduced texture size, created skin tone hair presets and applied to players, made pubic hair darker and less contrasty, made female pubic hair smaller in general, WIP work on hair dye, setting up hair colour preset materials and skin tone specific
Fixed facial hair 01 not showing
Fixed non-TAA OpacityMask not hiding hair when set to 1
added attack state entered event.
more turn 7 wip.
turn 5 tweaks.
Assigned race hair sets to respective skin sets
Removed hair dye variations for now
Add hair shader gui with copy/paste property buttons
Added hair sets for each race
Added hair dyeing (dark only for now)
Crash chest.
Missing rugged leather leggings stats.
Did some things but I forgot what exactly.
Pumpkins shouldn't crash the world anymore
text, formatting and colour tweaks for turns 1-7
Added "Sleep Around Camp" Goal Plan to Human/Sleep module. Should reduce the amount of wild sleeping that people do.
Crafting & Building window lists show locked items
Eliminated the need for client side building socket colliders (better performance with building plan / deployable in hand)
Loot stuff.
Various other things.
Added move state block filter to UnitSelection.
Turn 5 tweaks, turn 7 wip.
Removed APC from tunnels complex
APC now spawns at launch site
Some minor DM filtering optimisations
Fixed some tutorials having the wrong knowledge screen assigned
Fixed objectives UI missing anim event sound player component
UI anims
Fixed edit session not using correct camera profile
Fixed ScenarioDefinitionEditor not displaying the camera profile field
Fixed PlayerTutorials.TutorialsComplete not accounting for active tutorial
Dead units can be selected
bullet proof insert model/gibs/collider
window bars are thinner on all tiers inserts
Marked basket as placeable so that a full basket can be set down in camp for people to eat from
Attachment Point containers will now resort their items when an item is dropped
Added a Use Attachment Points field to Container that parents items to attachment points in the container hierarchy. Recursively looks for a transform named "AP_XX" to parent to (eg. AP_06 or AP_12)