200,016 Commits over 4,140 Days - 2.01cph!
Spawn points work again + some other work.
Change load order so city stuff that's spawning can use the managers.
Scene stuff
Made some viewport fx and sounds for shield blocking and bashing.
fixed foot IK spazzing out on Gibs ( eg. loot barrel gibs )
Updated TTT to its latest version
DProperty_VectorColor now works with standard colors as well ( vector color support unchanged )
Applied a hack to stop tooltips from being displayed when they are not meant to be displayed
Military tunnels entrance lighting volume fix
Start combat activity no longer pauses the game
Role counts widget, UI tweaks
Various fixes including people unregistering for building when going to sleep and forgetting about their thrown weapon after a while
Fixed selected unit widgets activation order causing some fuckery
Hack to keep STUDIO_SHADOWDEPTHTEXTURE flag between ENT:Draw and Entity:DrawModel()
Fixed roles widget showing incorrect counts
Potential fix for "_MainTex" UI error when opening map
Disabled pause on notify entirely
Fixed OnViewModeChanged NRE
Disabled auto-load of last save
Enabled player death database again
Fixed entityComponent.InternalOnDestroy not being called
Potential fix for another "_MainTex" UI error
Chainsaw for goosey/ prefab/fbx/ textures/materials
Roles widget tweaks
Building.IsUsable uses ConstructionState.Progress
Fixed UIElement animation not setting canvasGroup interactable property
Tooltip and unit description text tweaks
optimized the footIK (it ignores the "debris" layer)
Crafting unlocked when you build the crafting table
clear current building if the current Goal changes
No memoverride for shadercompile.dll
Fixed core/foliage edge mask default values causing clipping errors
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Unit indicators show current role, leader icons.
Improved unit indicator positioning (offset is scaled by zoom distance)
Building the stockpile now unlocks woodcutter & stonecutter roles
Fixed roles widget showing incorrect counts