192,988 Commits over 4,049 Days - 1.99cph!
Added custom / community map support via URL
Network++
removed unuused card items
Leaving a group is now managed per-Unit via the GroupMember component, various related cleanup
minor draw distance improvements
UIColorComponent -> UIStyleElement
Added support for UIStyleElements to take image sprites from their style config
Added global UI style shadow config and component management in OnValidate
Food supply tooltip uses Supplies.GetRemainingDaysOfFoodText()
Reversed animal swimming (they still slow down in water).
Progress on improving Scientist searching for lost enemy targets.
chasing down charger attack NREs
Fixed a bullshit bug with list read / write generated methods.
Settlement UI shows housing as "value/inhabitant count"
Settlement info HUD progress, moved jobs foldout into the main widget, added new buttons.
Tooltip image support
Settlement inspector/management window boilerplate
fixed capture point tile topper NRE from playtest
Increased Scientist threat memory.
Improved Scientist AI for unseen threats.
Navigation waits for pending paths a bit better.
Updated names on scientist loadouts.
Improvements to target scoring momentum.
Improvements to animals in water.
Card readers glowing colors/intensity tweaks
Trainyard puzzle flow improvement
More character select UI work
card reader color coordination
timer bugfixes
keycard implementation
▋▊█▅▅ ▌▄▌█▊▄▅ ▊▉▇▄▋ ▊▌ ▍▅▉█▅▄ ▉▅▋▍ ▋▇▆▍█ ▅▍▅▊▅▍ ▍▋▊▋▇▉█▉▌▋ ▊▍▍▅
Mostly character select work
Fixed PropRenderer.CaptureScreenshot default light intensity scale correction
Inspection widgets, tab types
Fixed tribe tracker not showing all selected units
First pass on animals in water improvements.
delta support for child structs
Further steps toward not allowing movement while crouched for Scientists.
Second pass momentum scoring for AI targets.
Supplies can now return a string describing the number of days of food remaining.
Fixed settlement info hud appearing whilst placing another settlement
Fixed issues with input slot selection on doors and timer switches
Supplies now tracks food supply in terms of number of meals.
Fixed some NaNs when Settlements have no inhabitants.
Unit info widget shows active job name
Fixed Settlement.Inhabitants being empty
Blind attempt to find a crash in CCollisionEvent::ShouldCollide
Fixed FL_ANIMDUCKING not resetting when entering a vehicle
Fixed the custom use button trace to not hit the player
Restored Gib Model functionality of func_breakable from HL1
GitHub:
Added player.GetByAccountID( id )
Updated language files
Unit inspector stats update every second