199,294 Commits over 4,140 Days - 2.01cph!
https://www.youtube.com/watch?v=2g76DUy7jKY
Moved emissive material logic to the item script, picking up and dropping items work, needs cleanup
fucked off the map object blink shit
Fixed activity notifications on low severity lingering forever
Added cook module to cook role
Typo fix
Fixed active role field not being set properly on a load, also fixes role UI not being correct after load
Fixed ActiveRole not getting updated after disabling a role
Fixed role widget not updating correctly after clearing a unit's role
Fixed sleep time speed not triggering
Fixed sleep speed not triggering if a unit in the group is dead
started career deserialization
some cliff meshes (taken from vincents fbx exported from max)
CareerTeamDatabase deserialzes teams and relinks units to teams from ids.
league, fixtures, results deserialization
next player fixture gets set after career load
made grass spawn on "grass light" & made grass light lighter than grass so its obviously different
correct obstacle layer on player prefab
Merge from player pickup changes
Changed to using linecast for detecting LOS of item
More AI behaviour
Cleanup of ai branch
Another try at compile fixing for jenkins
entering career mode checks for an existing career save and loads it, otherwise creates a new save.
career mode now saves.
career and market serialization fixes
renamed unit tab roster tab in ui and code
Stopped NetworkUser Client NRE
Fixed spectate cam problems
Prevent setting new destination if the current destination is pending (async pathfinding calc).
Commented out EdgeThreshold stuff temporarily
career mode market list now uses orange portraits to make them standout from the roster list ones
Sheet metal tier rework - closing off holes in walls
Added transition
Made GameInstance a singleton!
Fixed obstacles layers in Level01
Optimized BuildingBlock.IsOutside
Kill on disconnect, should fix some bugs
Reapplied
24429 (TC no longer drops any loot when destroyed)