199,450 Commits over 4,140 Days - 2.01cph!
Single player scene and startup
Item bar durability and stacking
Moving a bunch of UI colors to a static class that pulls from game config asset
Added flag change effects
Item bar durability only shows on hover or when < 50%
Rocket factory / finished roof dressing / added ladder triggers
Added native UI version of BeforeUIMaskedIcon (needs testing)
Removed % chances on idle things so people won't fall asleep randomly
Flags only change when mission in progress
Made a bunch of player command evaluation stuff static
Unit item bar commands work again
Removed island02 from build since it occasionally causes a navmesh related crash
Tribe start comes with some sticks and that
Added movement per round graph generator
Minor changes to Before/UI Masked Icon (Native); nwo closer to UI/Default
Updated ASE to 0.7.2.007 cause tabs & shader functions yo
Removed audio mix snapshot transitions stuff, added tribe create, paused and loading and snapshots
Removed AudioStates enum
Added triggers for Jenny's season specific startup music
Added menu music
Switched flag UI to show each flag team
Added win / lose text
Added quit to single player
Goal Plans can now inherit Consideration score from Goals
Added missing material
Fixed build settings, maybe
Timer text is now always visible, not just when < 33% time
Added Before/UI Masked Icon (Debug), a barebones version of UI/Default that outputs white, no alpha or clipping
Added OOPS emote category, renamed some of the others to make more sense
Switched ui_mask to native shader, disabled resize hack to test
Replaced skin color scale with skin material base color brightness
Fixed tribe create fucking the camera
Reduced LOD popping on weapons
Rocket factory / room dressing / additional doors and ladders
Catch Zone+Biome.GetCurrentTemperature NRE
Fixed UnitActionDesire.InternalReset NRE
UnitAttachments.CanAttach error handling for invalid entities
DistanceConditionSettings NRE fix
Fixed "Equp Carried Item" showing for items that are not carried
QuadTree now throws exceptions rather than logging.
GridManager will now only set a new grid position for an entity if it is valid
warning log for off grid entities
- Got rid of a bunch of stupid combat callbacks, now just check state in relevant actions
- Only show enemy icons for humans, reduced range
- Unit info widget can no longer show desire text
- EntityManager OnGameSecond callback gated by game State
Fixing missing positions on seat buildings