192,968 Commits over 4,049 Days - 1.99cph!
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GroupProgression no longer uses a coroutine for tier checks, instead implements ITickableEntityComponent
Remove modal state toggle from overlap map widget
Fixed overlay map not working
UI widget activation order fixes
Navmesh bake settings fixes
Fixed GroupProgresssion tier unlock spam, not sure if this is intentional cc sebov
Added reflection.terrain / world / construction / clutter / tree convars (runtime testing)
UI screen transition shit, scene save
Fixed PointerHoverTweener not triggering on pointer exit when the associated selectable was disabled
Fixed UIWidget caching selectables before init
Fixed navmesh rebake using existing data like a chump
Fixed button states in options widget
UIWidget now caches all child selectables and calls OnPointerExit when the widget is deactivated
Willow bushes / tweaks, prefab setup and autospawn
disabled clicking modal background to close window
Nuke configs on version change
Version++
WIP detail card scrolling
Fixed options not loading from file
Options save/load from json, screenshot file counter fix
Form generator cleanup + options support
ModInventory, added protobuf, serialization
Disabled auto-load last save in editor
Global config toggle for scenario system/editor
Tier unlock cleanup, console log
GroupProgression NRE fixes, data save
Data browser shows assets that are not flagged as "game valid" in italtics
Fixed some issues with default player commands and hostile human units (was setting as hunting target...)
Unlocks tidy up.
Progression Tiers now working.
More data.
It is no longer possible to give dead people gifts
tweaks to overgrowth materials - temporary until move to current foliage shader
Fix debug spawning UI error
merge from legacy foliage spec
New Forest splat textures (Maybe not definitive)
Debug spawner can specify the spawned unit's group's hostility to the player tribe
Fixed smoothness being zeroed