202,086 Commits over 4,171 Days - 2.02cph!
input pt3, also removed next turn button event as it wasn't being used (hopefully)
A bunch of iceberg mesh fixes
Fixed stretched uvs
Stopped large icebergs from culling
Frozen shipping container prefabs
Spawn refresh button in Debug Tools World tab under "biome"
Spawn tweaks
Removed sand from arctic coastline
Adjusted offshore topology
Added icebergs & icesheets (test)
Fixed players sometimes spawning in harbors
Fix for iceberg_6 colider error
BehaviourChainFilter.OnValidate no longer forces FilterBySmartObjectViability to be false if certain conditions are not met
fixed game mode starting unlocks not being force unlocked.
added some unlocks to testbox game mode.
Acquire Materials For Fire now ignores entites with disabled SmartObject.
EntityValueConsideration now checks for carried tools not only held.
Added padding topology (edge of map)
Adjusted iceberg and icesheet spawn rules and prefabs
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Added inspector warnings when trying to add the runtime-only batching components to prefabs
fixed a case in which units wouldn't actually free up their hands to use a tool.
people will now consider dispensables that don't destroy the entity before considering those that do.
Optimized icesheet colliders
Added renderer and collider batching to icesheet prefabs
Icesheets/icebergs scene2prefab
Removed random destroy script from abandoned ships
Made ending item transfer missions clearer (both gang and personal). If we've just completed the last task, and we had a target entity, and we were looking at our inventory, and a loot container was showing, and the container was the mission's entity... Then close the inventory so they can see they've completed the mission.
Hair sets + piece descriptors
Updated hair prefabs to match skin naming format
Increased iceberg and icesheet density
Simplified icesheet coliders
Fixes to combat targetting
Improved geometry and skinning on wrists/elbows
Haircap geometry is consistent across all male/female heads
Toned down scaling on some bones
Fixed player preview sometimes blinking backwards
Added more variation to dark skin colours
Possible fix for neck skinning problem on asianmale03
Scene stuff
LOD optimizations
Added ability to set mission tasks as vital or not (set in mission def, not in task def). Non-vital tasks can be skipped if the next vital task is completed. e.g. A gang can complete a package buy mission without picking up the initial cash if they deposit the package.
Added a bool to control whether you spawn in gang buildings or not
Disabled force density on oak spawner, was spawning so many trees it was crashing the editor