199,605 Commits over 4,140 Days - 2.01cph!
Command no longer uses PooledList
Command pooling clarification
fixed issue causing TerritoryLocationSelector to have a null grid.
UI refresh now happens at session end
fixed game being paused upon restart
added CareerUnit
added some CareerUnit related consts to CareerDefines
Added mask as a 5th argument to ENT:TestCollision
Ice lakes are placed after monuments so they don't occupy half the arctic biome
Team roster generation, roster gen params.
Creating a new career now creates rosters for all the teams in it, using the league level gen params.
Better solution to prevent flooded roads
CareerUnitDatabase basics, creates a pool of units for the entire league + market, assigns unique IDs.
CareerUnit now has an ID.
Tiny road layout optimization
Changed procedural road to asphalt
Tweaked road width
Changed roadside splat to gravel
Tweaked path splat and topology blending
Roads use biome tint of gravel splat
Added some grass clutter to procedural roads
Stuff on roadsides / powerline pylons check their terrain anchors
Tweaked gravel arid biome tint
Work on animal behaviour.
lotsa career changes, think I've broken something.
added Squad.GenerateRandom() which will build and position a random squad of units from a career UnitRoster
career matches use real roster teams (wip)
Merge from building_system_3