200,001 Commits over 4,140 Days - 2.01cph!
Terrain placement scripts show position / size in inspector
Don't spawn bus stops at intersections, only at start / end nodes of the road network
Fixed power line pylons still sometimes spawning on roads
Spawn path start / end objects before the side / along objects
Road layout optimizations
Adjusted road and river mesh width
Improved road and river terrain adjustments
Fixed that small power substations were never spawning
Moved/fixed some OnGUI dependant debugging
Added camera reprojection for occlusion delay
Wip on frustum culling delay
reworked garage tab to team tab.
wip generic unit list panel prefab, hooked up to code.
Removed a bunch of unused garbage from protobufs
All decay entities only show their health when their health is below 95%
All stability entities only show their health when their health is below 95% or their stability is below 25%
Removed StorageContainer.displayHealth since it does the same thing as BaseCombatEntity.ShowHealthInfo
Updated ShowHealthInfo flag on prefabs that were using displayHealth
Decay entities also show their health bar when holding a hammer
Stability entities no longer automatically show their health bar when stability is below 25%
Disabled Hapis LS doors again
Added CareerUtils.
Currency text strings now use CareerUtils.FormatCurrency.
Team UI/code.
More work on animal behaviour ai.
wip CashTransaction, CashTransactionType
grenades inherit player velocity when thrown ( run forward and jump for more range)
f1 grenade has larger radius
Mining quarries
Tweaked heightmaps
Fixed floating objects
Removed grass from splat masks
Tweaked material colors
General polish
Mining quarry C tweaked splats
Quarry rocks material fix
Added CashTransaction, Finance classes.
All cash modifications are now CashTransaction objects and go through Finance.ProcessTransaction().
Added cash transaction history.
add wip scroll view to team league window
Fixed a dumb copy+paste error
player transaction processed events, status bar cash updates on event.
merged, fixed career scene
Added a recommended items to role definition, craft desires will be generated for each item when a role is assigned
Builder has hand axe, gatherer has hand axe and basket (equipping axes helps fend off early dangerous animals)
Checks if a unit already has the item and that the item is unlocked, rechecks every in-game hour to account for missing items, new unlocks
Restricted baskets to only carry food
Gatherers with baskets will now pick up baskets, fill them up with food and drop them by a campfire
Can now check if an item is in a container with an item filter
Still kinda WIP, there's some dithering where units repeatedly drop/pick up the baskets but they eventually get the job done
Added a container capacity consideration
optimized special fx sprites
fix , re enabling global UI in main scene
reworked career mode status bar, week smaller, cash larger
Bunch of monument loot tweaks (Hapis)
Ore nodes more likely to spawn inland rather than coastal cliffs (Hapis)
Reduced desert ores (Hapis)
Junk piles spawn along all roads (Hapis)
More team UI/code
Changed condition to durability.
Decreased starting team unit durability ranges.