200,001 Commits over 4,140 Days - 2.01cph!
It is no longer possible to give dead people gifts
Unlocks tidy up.
Progression Tiers now working.
More data.
Fixed some issues with default player commands and hostile human units (was setting as hunting target...)
Data browser shows assets that are not flagged as "game valid" in italtics
GroupProgression NRE fixes, data save
Tier unlock cleanup, console log
Global config toggle for scenario system/editor
Disabled auto-load last save in editor
ModInventory, added protobuf, serialization
Options save/load from json, screenshot file counter fix
Form generator cleanup + options support
Fixed options not loading from file
WIP detail card scrolling
Nuke configs on version change
Version++
disabled clicking modal background to close window
Willow bushes / tweaks, prefab setup and autospawn
Fixed navmesh rebake using existing data like a chump
Fixed button states in options widget
UIWidget now caches all child selectables and calls OnPointerExit when the widget is deactivated
Fixed UIWidget caching selectables before init
Fixed PointerHoverTweener not triggering on pointer exit when the associated selectable was disabled
UI screen transition shit, scene save
Added reflection.terrain / world / construction / clutter / tree convars (runtime testing)
Navmesh bake settings fixes
Fixed GroupProgresssion tier unlock spam, not sure if this is intentional cc sebov
UI widget activation order fixes
Fixed overlay map not working
Remove modal state toggle from overlap map widget
GroupProgression no longer uses a coroutine for tier checks, instead implements ITickableEntityComponent
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Serverside tree entities.
Various world spawn stuff
moved overgrowth materials to core/foliage
update wip unit detail panel
Cleaning up Game Events stuff in prep for progression integration
EntitySpawner now has a field for a TriggerSpawns event, instead of a bool
GameEvent.TriggerSpawners now triggers spawners that match the event def