199,657 Commits over 4,140 Days - 2.01cph!
Finally fixed all the shit errors. I think...
Removed camera anim shit
Fixed disconnect bug
Added proper player and loot spawns in buildings
Merged mining_quarry_a placeholder
more career step set/handling/events.
step button appearance now updates current step.
Work in progress toward better and more predictable animal behaviour.
Reapplied launch site road / power nodes
career status bar now shows current career week not league week.
results table header now shows current round number.
All player commands now clear player created desires (testing)
Misc DM/PlayerController cleanup
Mining quarry monument is tier 2
Added road connection node to mining quarry monument
fixed a bunch of worldmodels not having outlines
outlines enabled by default
added week incremented event.
status bar and next match UI now get correctly updated.
more fixes for worldmodels
Warehouse no longer has a quarry
Added road piece to warehouse
results panel UI animation + controller
added hair dye assets to skin assets. tweaked material values to balance. hair cap base colour needs to be made unique to each material per hair dye asset.
Mining quarry is uncraftable and no longer drops as loot (static quarries only)
Unit.Roles now listens for specifically primary behaviour changes to determine active role
Added InteractionSettingsWrapper.RoleOverride field, for future use
Roles.OnPrimaryGPVChanged callback enables role properly if applicable
Added InteractionPlan.GetRole which checks wrapper for override, update various usage
skin approval
fixed camera warning
Defaulted culling.world to false; needs more fixing and testing
Updates interaction wrapper editor drawers to display role override field
Removed unused component references from main camera
fixed GPV not being player instigated at the time of evaluating injectors
Fixed project settings define symbols
Changed culling.world to unsaved for now
fixed single-unit commands with multiple units selected