194,449 Commits over 4,079 Days - 1.99cph!
Cherry picked Pauls changes
komodo and crocodile material setups
try to load chromium first
Item description updates and fixes
Phrases
AI is no longer a static class, created with each local game, has it's own AISettings.
Tweaked Flower sizes, colors and patch density to look a little more natural
Set goblin biome filter to Everything.
Sulfur collectable layer fix
Wood collectable layer fix
tree and deco colliders + gibbables
prefab setup for deployables and world models
load awesomium by default for now
Updated new Goblin to make it work properly in new NPC system.
Fixed usage of DoPrepare and OnValidate in NPC class.
Make DLabelEditable.OnLabelTextChanged's return value optional
Fixed DGrid.SortByMember's second parameter being forced to true
Fixed DColorCombo.GetColor returning nil
Trading now working all the way through
Fixed culling edge case + extra debugging
Folder in the wrong place.
Cleanup.
Scene stuff.
Pre goblin class conversion test.
Updated candle hat prefab with deformation flags
Wearable based hair deformation (wip)
Syke! removed balds
Eyebrows and facial hair now properly adjusted to face (morph cache)
Replaced eyebrow and facial hair meshes with matt's fixed versions
spliit AI UDIScore to own class.
wip new AISettings stuff
Looking at using observer instead of groups.
Added steamid-based hair piece randomization
Added bald/remove option
tree decoration models, individual world models files, textures
wip tutorial map and squad
changed all MouseInput. to BaseInput.
Hair piece collection now assignable per skin/race set
Adjusted hair sets folder to reflect changes
refactored UnitFilter to a generic SelectionFilter, used by UnitSelection and new TileSelection.
tile selection can now be locked to specific tile/tiles.
BaseInput now checks TileSelection before trigger tile clicked events.
tutorial turn 1b now locks movement tile selection to the tutorial tile.