225,025 Commits over 3,714 Days - 2.52cph!
Print asset bundle paths on boot
InteractionSettings can specify a command execution mode for player commanded interactions
Added BehaviourSettings mode to RequiredAttachmentPointsCondition
Dance interaction now scores diplomacy relations
fix unit detail view panel
Simplified billboard rotation
UI tweaks, inverted decay readout
merged new career creation flow to main
full save/resume/career creation flow now works, via creaction screen (cancel/create buttons work, but creation details don't yet)
add things to stockpile on load
Fixed Corpse.PostLoad settings isCarried on the view's animator when it shouldnt
invasion stage
fixed pixel reflection size issue
Ruined my wrist by painting field topo masks.
Adding more helper methods
Fixed PooledAudioSource.ReturnAfterPlay not working
AudioManager per sound type pool sizes
Scene stuff
Project settings & proper icon
various magic casting animations
fixed melee attack animations
Found AudioListener.pause, using that instead (music and GUI sources use .ignoreListenerPause setting)
Better audio source caching
Audio sources are paused when timescale is set to 0 for any reason
LogError instead of normal Log if save files are invalid
Refactored Group.Supplies a bit, now stores a dictionary of SupplyTypes, SupplyInfo. Made OnSuppliesChanged static
Added static Cohesion.OnValueChanged event
TribeWidget now listens to events from supplies and cohesion rather than doing bullshit in Update
Re-implemented options menu navigation
Fixed repeating axis controls
Re-implemented ButtonOptionsItem input
Re-implemented SliderOptionsItem input
Re-implemented ToggleOptionsItem input
Re-implemented ComboOptionsItem input
Got controller button prompts working again
disconnected pixels are separated into multiple chunks if they arent connected to eachother
filling brake flipped correctly
brakes affect movespeed
touching a pixel doesnt kill you immediately
mostly failed attempts to solve some collision issues
fix unit scale
player gun disabled while touching pixels
merge
tube wall bg opacity correctly set to 0
player bullets reflect off tube walls
pixelgroups can scale more properly
fixing some pixelgroup/pxc RenderPosition stuff
reworked camera shaking
filling speeds in
fixed filling pixel groups
changed tube wall shape
tube filling base class
spawn both kinds of filling
dont erode or have recentlly-disconnected effects for pixel chunks after enemy is destroyed
tube only rotates diagonally
filling2 pixelgroups
filling3
other filling pxcs
ribs stage
ribs boss switches between 2 anims
Merge branch 'master' into rewired
More button prompt re-implementation
female damage mesh name change
possibly broke something in animations its complaining about missing file refrence
progress on persisting ragdoll state
Camera particle FX are set to DontDestroyOnLoad
Added supplies debug flag
Debug settings tab uses reflection to automagically draw all bools from BeforeDebug
removed old facial hair texture and materials, reset skin material to default, added some thicker strands to facial hair 1, tweaked dark material values, set capmask compression
Fixed player commanded building being cleared by Current Goal change
Fixed BeforeDebug init not grabbing properties
Fixed some debug values not being properly saved and loaded on init in BeforeDebug (made things not work until the debug settings window had been opened)
Fixed entity inspection window not automatically opening when the player toggles the detail view with a unit selected
Fixed unlocks with missing need requirement data
Fixed Tribe not having a cohesion component