199,605 Commits over 4,140 Days - 2.01cph!
Reapplying fix for missing camera script warning
Fixed unit path display NRE after restarting a session
Fixed tooltip not always filling secondary label text
Fixed selected unit indicators not being properly cleaned up between sessions
Fixed potential duplicate key and NRE in TerritoryLocationSelector, added error log when territory map is null
Fixxd tutorial widget not showing completion animation or displaying the next task
Jenkinsfile b11
fixed personality persistence
Fixed hair colour not applied on armpit, pubic or eyebrow
merged main to release for Steam
interaction mouse cursor for multiple selection WIP
Fixed player controller not changing cursor when multiple units are selected
Tooltip fixes
null check in PlayerController cursor thing
WearableObject decay setup
fixed finding best unit for interaction
Fixed highlighting shaders
Wearable NRE fix
multi unit interactions work again
Player controller multi-unit attack fix
Put craft button back on the game UI
Fire related AI requires gatherer role
fixed single unit building commands
Fixed tabbed window view buttons not being clickable
Fixed potential NRE in playerController
Auto push to public branch on steam
Mining quarry wooden watchtower
adding currency icon to the icon font
Fixed the occasional gaps between roads and terrain
Fixed terrain sometimes peaking through roads
Improved transition from procedural roads to monument roads
Fixed GameUI missing primary tooltip reference (and in turn fixes an NRE in RadialMenuWidget)
Fixed movement controls occasionally blocking deselection
Player controller clears and properly resets command pools (needs refactoring, feels like a mess)
Goats are no longer heavy as fuck to carry
Added BaseEntity.GetTypeString, override to return a nice player-friendly taxonomic phrase (wot it is, wat it do)
More work on animal behaviour.
Disable highlighting renderer with UI
Fixed tooltip lingering when player entered fog of war
AI uses singularity raycast tables to shift the behaviour matrix towards more life-like state-changed functions.
Improved mesh generation and terrain adjustments for roads and rivers
Split river and road terrain adjustments into their own procedural components
Same thing for power lines
Added terrain anchors to power line pylons for better placement
Fixed bad ThirdPersonCamera profile asset/assignment
Added "survive winter" objective to the default scenario