200,020 Commits over 4,140 Days - 2.01cph!
tree decoration models, individual world models files, textures
Added steamid-based hair piece randomization
Added bald/remove option
Looking at using observer instead of groups.
spliit AI UDIScore to own class.
wip new AISettings stuff
Syke! removed balds
Eyebrows and facial hair now properly adjusted to face (morph cache)
Replaced eyebrow and facial hair meshes with matt's fixed versions
Wearable based hair deformation (wip)
Updated candle hat prefab with deformation flags
Cleanup.
Scene stuff.
Pre goblin class conversion test.
Folder in the wrong place.
Fixed culling edge case + extra debugging
Trading now working all the way through
Fixed DColorCombo.GetColor returning nil
Fixed DGrid.SortByMember's second parameter being forced to true
Make DLabelEditable.OnLabelTextChanged's return value optional
Fixed usage of DoPrepare and OnValidate in NPC class.
Updated new Goblin to make it work properly in new NPC system.
load awesomium by default for now
tree and deco colliders + gibbables
prefab setup for deployables and world models
Sulfur collectable layer fix
Wood collectable layer fix
Set goblin biome filter to Everything.
Tweaked Flower sizes, colors and patch density to look a little more natural
AI is no longer a static class, created with each local game, has it's own AISettings.
Item description updates and fixes
Phrases
try to load chromium first
komodo and crocodile material setups
Cherry picked Pauls changes
HideableCanvas component, added to match mode canvases
hit f9 to toggle UI
hitting escape with UI hidden will now show the UI (panic mode)
Finished hair removal and deformation code
Added hair deformation and removal flags to all(?) head wearables
Northen Hapis more cold, icelakes and icebergs prep
stub away the rest of chromium's dialogs, url scheme restrictions