199,258 Commits over 4,140 Days - 2.01cph!
Rivers are no longer green
Role selection foldouts use regular tooltips instead of their own label (UI graphic count reduction)
added unit mod protobuf defs
CareerUnitMod and CareerUnitMods serialization
CareerUnit protobuf/serialization of mods
unit mods serialize with career saves.
removed test code.
added unit mark to careerunit.
protobuf and serialize it.
Reduced effectList max pool size
Removed some reproduction logs
Actions.WaitRealtime uses TimeSince
Updated most render library functions to not lock up when a Lua type error occurs during function execution
Added type error to render.Capture
update text mesh pro
wip career ui stuff
created a portrait prefab and replacing it in the squad editor etc..
Fixed Current Goal being reset by the high priority module evaluation pass.
Better logging.
Grinding through more npc corpse setups.
UIWidget/Screen refactoring to better support management of graphics components
Disabled vsync, removed Low quality setting (ultra default)
Fixed some issues with UIWidget not toggling components properly
TabbedWindows properly toggles child widgets
Hopefully actually fixing child widget component toggling
Removed DataAsset equality operators/overloads
Item pickup cleanup
Tutorial widget graphics cleanup
Version++
added uv2 channel to playermodel LOD0 heads for test (need to add to all lods and bodies) added hair mask to skin material, testing nontssaa with new comp and diffuse textures
Senses.SimTick returns if the unit's grid position hasn't change since our last tick
Senses position change gate has a timeout
IVehicleUser no longer needs a character reference
Replaced skin hair masks with multi-param packed map; added toggle for feature
First pass single frame imposter runtime and tools
B key now toggles build menu, instead of just opening it
New trees / polish / prefab settings / LOD distances / snow variants
less highlighting coroutines