199,327 Commits over 4,140 Days - 2.01cph!
Further steps toward not allowing movement while crouched for Scientists.
delta support for child structs
First pass on animals in water improvements.
Inspection widgets, tab types
Fixed tribe tracker not showing all selected units
Fixed PropRenderer.CaptureScreenshot default light intensity scale correction
Mostly character select work
▋▊█▅▅ ▌▄▌█▊▄▅ ▊▉▇▄▋ ▊▌ ▍▅▉█▅▄ ▉▅▋▍ ▋▇▆▍█ ▅▍▅▊▅▍ ▍▋▊▋▇▉█▉▌▋ ▊▍▍▅
timer bugfixes
keycard implementation
card reader color coordination
More character select UI work
Trainyard puzzle flow improvement
Card readers glowing colors/intensity tweaks
Improvements to animals in water.
Improvements to target scoring momentum.
Updated names on scientist loadouts.
Increased Scientist threat memory.
Improved Scientist AI for unseen threats.
Navigation waits for pending paths a bit better.
fixed capture point tile topper NRE from playtest
Settlement info HUD progress, moved jobs foldout into the main widget, added new buttons.
Tooltip image support
Settlement inspector/management window boilerplate
Settlement UI shows housing as "value/inhabitant count"
Fixed a bullshit bug with list read / write generated methods.
chasing down charger attack NREs
Progress on improving Scientist searching for lost enemy targets.
Reversed animal swimming (they still slow down in water).
UIColorComponent -> UIStyleElement
Added support for UIStyleElements to take image sprites from their style config
Added global UI style shadow config and component management in OnValidate
Food supply tooltip uses Supplies.GetRemainingDaysOfFoodText()
minor draw distance improvements
Leaving a group is now managed per-Unit via the GroupMember component, various related cleanup
removed unuused card items
Added custom / community map support via URL
Network++
Removed weird "more gibs" game objects from bear and stag ragdolls (warning spam)
Longer despawn timer on gunpowder and sulfur
Job assignment defaults to 100%
Settlement level progress % calc
SettlementMorale now tracks the time since being attacked to prevent ping-ponging values.
SettlementMorale now handles making a settlement claimable.
If Morale gets low enough Settlement has a high chance of surrendering.