201,115 Commits over 4,171 Days - 2.01cph!
more save slot work, now have 3 save slots, shows create new or resume per slot. show preview info like team name etc for existing saves.
Skipping to the morning uses the current human seasonal sleep range end time
Implemented max number of builders per building.
fix for human female having wrong damage overlay mesh name causing unit portraits to not get synced with unit health
Renamed GroupNecessities to GroupNeeds
save slot delete button works
Fixed missing warmth bonus on Goal.MakeFIre
each career save slot has it's own team logo folder
correct team logo shows on career save slots
can now hold shift in unity editor when clicking an existing save slot to first delete the save then create a new one in it's place.
wip basic career creation screen, scripts, setup
Fixed Tribe not having a cohesion component
Fixed some debug values not being properly saved and loaded on init in BeforeDebug (made things not work until the debug settings window had been opened)
Fixed entity inspection window not automatically opening when the player toggles the detail view with a unit selected
Fixed unlocks with missing need requirement data
Fixed BeforeDebug init not grabbing properties
Fixed player commanded building being cleared by Current Goal change
removed old facial hair texture and materials, reset skin material to default, added some thicker strands to facial hair 1, tweaked dark material values, set capmask compression
Camera particle FX are set to DontDestroyOnLoad
Added supplies debug flag
Debug settings tab uses reflection to automagically draw all bools from BeforeDebug
progress on persisting ragdoll state
female damage mesh name change
possibly broke something in animations its complaining about missing file refrence
Refactored Group.Supplies a bit, now stores a dictionary of SupplyTypes, SupplyInfo. Made OnSuppliesChanged static
Added static Cohesion.OnValueChanged event
TribeWidget now listens to events from supplies and cohesion rather than doing bullshit in Update
LogError instead of normal Log if save files are invalid
Audio sources are paused when timescale is set to 0 for any reason
Better audio source caching
Found AudioListener.pause, using that instead (music and GUI sources use .ignoreListenerPause setting)
fixed melee attack animations
various magic casting animations
Scene stuff
Project settings & proper icon
Fixed PooledAudioSource.ReturnAfterPlay not working
AudioManager per sound type pool sizes
Ruined my wrist by painting field topo masks.
Fixed Corpse.PostLoad settings isCarried on the view's animator when it shouldnt
add things to stockpile on load
full save/resume/career creation flow now works, via creaction screen (cancel/create buttons work, but creation details don't yet)
merged new career creation flow to main
UI tweaks, inverted decay readout
Simplified billboard rotation