201,439 Commits over 4,171 Days - 2.01cph!
Fix for UnityShadowLibrary.cginc; touched internal-deferredshading shader
added CAPromoteDemote action, moves teams between the leagues based on league results, generates new league fixtures for the next season using the updated league teams.
reset team league stats (wins/played etc) when generating new seasons
Spicebush tweaks / roughness map / prefab settings
refactored some more stuff to support league season restarts
can now play seamlessly between seasons/promotions/demotions and endlessly
update WIP logo editor stuff
Collision masking for twin entities.
update career UI tab buttons
Add some test mods to player inventory on career creation
Added Mods.RemoveAll()
Added CareerUIUtils.GetModSlotColor(CareerUnitMod mod)
Started making UIMod base clase work to show mod type colour
fill unit mod slots with a few random mods (not shown in UI yet)
some career tweaks
Reworked GroupProgression events.
UI now correctly shows remaining requirements for the current level of progression.
Building placement now resumes the game upon finishing.
Changed remaining core shaders to roughness
Core/generic now matches core/generic (SRM)
Added occlusion (A) to SRM packed map, optional
Fixed minor issue that caused incorrect star positions relative to the sun and moon
Added face culling option to core/generic
Added activity for going up and down tiers and also for meeting and failing requirements.
Cohesion events based on these activities.
Supplies now only counts completed buildings for housing.
Fixed 275 compiler warnings
rough wip getting AI to move out of tilefall tiles
Buncha more NPC stuff.
Manifest.
Bundle splits (added a third texture bundle)
Updated bundle split tool
Treat warnings as errors - let's see how this goes
IMesh:BuildFromTriangles can do userdata too
Stockpile material anim reworked to support multiple meshes for various entity types
Basic shield bash implementation
Actions.DropUnit adds the unit to Group.Supplies, if dead and non-human
Stockpile supports max amount per entity type
Wood & stone stockpile data
Removed old stockpiles from unlocks
InfluenceAndTerritory.handleUnit ignores dead units