193,115 Commits over 4,049 Days - 1.99cph!
First pass single frame imposter runtime and tools
Replaced skin hair masks with multi-param packed map; added toggle for feature
IVehicleUser no longer needs a character reference
Senses position change gate has a timeout
Senses.SimTick returns if the unit's grid position hasn't change since our last tick
added uv2 channel to playermodel LOD0 heads for test (need to add to all lods and bodies) added hair mask to skin material, testing nontssaa with new comp and diffuse textures
Item pickup cleanup
Tutorial widget graphics cleanup
Version++
Removed DataAsset equality operators/overloads
Hopefully actually fixing child widget component toggling
TabbedWindows properly toggles child widgets
Fixed some issues with UIWidget not toggling components properly
Disabled vsync, removed Low quality setting (ultra default)
UIWidget/Screen refactoring to better support management of graphics components
Grinding through more npc corpse setups.
Fixed Current Goal being reset by the high priority module evaluation pass.
Better logging.
update text mesh pro
wip career ui stuff
created a portrait prefab and replacing it in the squad editor etc..
Added type error to render.Capture
Updated most render library functions to not lock up when a Lua type error occurs during function execution
Actions.WaitRealtime uses TimeSince
Removed some reproduction logs
Reduced effectList max pool size
added unit mark to careerunit.
protobuf and serialize it.
unit mods serialize with career saves.
removed test code.
CareerUnit protobuf/serialization of mods
added unit mod protobuf defs
CareerUnitMod and CareerUnitMods serialization
Role selection foldouts use regular tooltips instead of their own label (UI graphic count reduction)
Rivers are no longer green
career UI unit buttons now fire click events.
career unit mod apply/remove.
career unit mods get applied at the start of matches.
for testing: clicking a unit in the roster lit applies a +5 health mod to it