201,770 Commits over 4,171 Days - 2.02cph!
AI modules can specify which Unit ages they are valid for via flags field
AIModuleSettingsEditor updated
Defaulted all modules to all ages
Might have fixed activity pop up closing immediately after opening
fixed scientist loot drops
scientists have different colored hazmat suit
Fixed potential NRE in TribeTrackerWidget when playing in editor scene with no tribe spawned
Fixed cohesion events not checking for matching activity types in Group.OnMemberActivityGenerated callback
Fix melee weapons not doing their hit FX on proxies. Proxy clients now calculate the hits to show the FX, like how proxy guns still shoot harmless bullets.
Cleaned NetworkLevel loading interface
new prefab for career mode squad editor unit button.
correct unit button now instantiated depending on game mode.
update portrait shader
fix unit shader
disabled battle mode gameobject
adding fast forward button to intro/outro match ui anim
fixing panel ui error in main scene
removed some uneccessary code from UIScrollListConfig to make it easier to support career mode view
Added dual layer skin shader for testing
squad editor unit list grid layout handled per-mode
more damage mask polish, damage increment is more linear
Fixed activity notifications not being properly aligned
grid layout setup for career mode unit list.
wip placeholder career unit list ui.
Added edge masking control to foliage shader
Cleaned up shaders using masking control
Douglas fir update / Added pine trees
Cherry picked 24618: core/foliage valpha ao
Cherry picked all shader changes from main
Skin dual layer: moved mask to uv2
Tree layout stuff, tribeWindow population
Fixed elders not being assigned when playing from game scene in editor
Fixed TribeWindow displaying empty elements
Added terrain anchor placement mode (minimize terrain error or minimize object offset)
Fixed junkpiles sometimes spawning partially on roads
Fixed junkpiles sometimes spawning in rather weird positions (too far above the terrain)
Cache player building privilege once a second on the client (performance)
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update portrait/mask /shader/material
adding amplify material function
rerender unit mask
tweak unit shader
update charger texture maps
Refactored a bunch of ECS shit (no more child types)
Cohesion no longer driven by mood, only events
Cohesion event effect support
Added cohesion events driven by various effects
People will leave the tribe if cohesion is low for extended periods of time
People who leave the tribe will create their own tribe upon doing so