193,639 Commits over 4,079 Days - 1.98cph!
FaceTarget action now ends instead of breaking if IsFacingTarget gets set to false by something else
New Go To Unit (distance 6) action
Diplomacy-Introduction abilities now use the new Go To Unit action, looks more natural and works a lot better when used on a moving unit
Fixed building widget not showing material requirements
Diplomacy widget now shows a different display if the other tribe has not been met
Working on input changes. Going to make a shared base class for player inputs. Just split into Server/Client for now.
research table converts scrap + source item into blueprint
items show as 'new' after being unlocked
hide item categories that contain no unlocked items
show workbench level 1-3 requirement when blueprint is selected
removed bunch of editor warnings
Rename character owner to character so it's no confusing re ClientOwner
Fixed some clothing items missing the standard clothing icon (helps consistency in radial menu)
Fixed the blueprint errors.
gathering for fire ignores carried items
Scene walls don't glitch out from batching anymore.
Placeholder tree tweak.
Progression tab now shows more unlocks
Fixed a bunch of unlocks not having explicit prerequisites for better UI display
Made high priority modules actually work
Added some collated descriptions to deposit interactions
Maples into common bundle.
Isolated player model changes (no clothing updates)
Hacky fix for first building option in Build tab starting clipped (I just jiggled the scrollbar a bit)
Fixed equipment widget showing duplicate items
replacing biter(tanker)with placeholder model
replacing charger model with the previous bitter model with anim
adding turn effect on player platform (might need fading to look better)
Fixed windows compile error
Manual Windows build
Common.Interactions module is high prio
Subtracted player models (again)