200,228 Commits over 4,140 Days - 2.02cph!
added a ModInventory to CareerMarket, protobuf, serialization.
New mods generated for the market each week, show up in UI.
spit has vertex colours and correct material for visual building
can now buy mods at the market
So much 3rd person stuff I don't even remember it all.
Tweaked icon rendering
Made schema output to two files (so we don't have to manually delete stuff from the json file)
This week's skin approvals
unit detail view card mod slot UI now works
mod inventory appears on unit detail card when browsing player owned units
Birch trees textures and material
Fixed a bug in which unlocks with a necessity requirement would get unlocked even if the mode wasn't necessity fulfillment.
Removed some unnecessary calls to Unlock method.
Progression data changes.
updated crafting table asset to use AP_xx naming convention
BaseEntityRef stores settings, is asbtract. Added UnitRef, EntityRef
Added BaseBehaviourSettings.IsDeveloperOnly, which we check in playerController's command evaluation
Totally important free camera controls UI thing
DepositEntity Machine mode now requires MachineProcess read from blackboard
fixed equipping items from containers
added keys for all fingers and thumbs on frames 0 7 10 15 22 25 and 30 for animation human_craft_at_table
Machine no longer implements IContainer, instead MachineProcess owns an instance of Container
Added ContainerParameters class for configuration of generic entity containers, used by Stockpile, ItemContainer and MachineProcess
Added GameOverReason value to UI when the game is er... over
updating team logo stuff (still not working but not breaking anything ~)
tweak career UI (scroll view speed etc)
Simplified Container's attachment point system, log error when we couldnt find an attachment point for an entity
Fixed Container not being initialized by Stockpile or ItemContainer
Fixed container attachment points array being empty
Moved editor shader globals update to WorldManager
Fixed consume from cooked corpse playing eat anim before picking up meat
Should no longer be possible for buildings to have more registered items than required.
Various progression data changes.
Fixed Ordered Item selector.
More flexible Scientist spawns.
Missed one distance to sqr distance convertion
Slight improvement to scientist reload on spawn
Cars run at the right speed again, but with some physics issues. Going to tweak things.
Shield orientation stuff.
Target healthbars visible at a proper distance.
Committing jittery vehicles without smoothing, before I write a new smoothing solution that'll interpolate nicely between ticks
Spellcasting bool for weapons.
Flagged the staves.
Metabolism spell test.
Manifest.
New smooth interpolation system for client vehicles, regardless of client tick rate. Some minor issues remaining.