192,968 Commits over 4,049 Days - 1.99cph!
Buncha more NPC stuff.
Manifest.
rough wip getting AI to move out of tilefall tiles
Fixed 275 compiler warnings
Added activity for going up and down tiers and also for meeting and failing requirements.
Cohesion events based on these activities.
Supplies now only counts completed buildings for housing.
Added face culling option to core/generic
Fixed minor issue that caused incorrect star positions relative to the sun and moon
Changed remaining core shaders to roughness
Core/generic now matches core/generic (SRM)
Added occlusion (A) to SRM packed map, optional
Reworked GroupProgression events.
UI now correctly shows remaining requirements for the current level of progression.
Building placement now resumes the game upon finishing.
fill unit mod slots with a few random mods (not shown in UI yet)
some career tweaks
Add some test mods to player inventory on career creation
Added Mods.RemoveAll()
Added CareerUIUtils.GetModSlotColor(CareerUnitMod mod)
Started making UIMod base clase work to show mod type colour
update career UI tab buttons
Collision masking for twin entities.
update WIP logo editor stuff
refactored some more stuff to support league season restarts
can now play seamlessly between seasons/promotions/demotions and endlessly
Spicebush tweaks / roughness map / prefab settings
reset team league stats (wins/played etc) when generating new seasons
added CAPromoteDemote action, moves teams between the leagues based on league results, generates new league fixtures for the next season using the updated league teams.
Fix for UnityShadowLibrary.cginc; touched internal-deferredshading shader
stockpile that can hold sticks logs and stones but dosen't actually work yet
Airfield terrain blend cookie test
Fixed some deserialization errors.
added IsUsable condition to deposit to stockpile interactions
added CareerLeague GetPromotionTeams() and GetDemotionTeams()
defines for number of p/d teams
More NPCs from the list.
Manifest.
Fixed being able to click accept/decline on a new tribe member pop up before it had finished animating in (pretty sure this was causing the soft lock when accepting a new tribe member)
Fixing up errors in C/S only modes. Unfortunately means a few #if defines are back in for now.
Revert my serialization changes to health and belt as they seemed to break things. Not sure why yet.
More stuff. Things a bit broken right now
Character state send (see Character.Server changes). Still need to update it to not use the ProtoBuf-based CharacterState object.
Moe conversion. Belt seems to be broken in particular. I can send 236 bytes out and only get 2 bytes back. Not serializing to ItemContainer sub-entity maybe?