201,999 Commits over 4,171 Days - 2.02cph!
Readonly item icons for trade screen
updated the nailgun prefab with Tom's LOD models
merge from main/unitsounds
Working properly with client/server and delayed deserialize
Added the territory module to the bear and added a select random position in territory so bears don't wander as much and murder tribes
Give the tading screen an inactive state
Scene work.
Spawner error fix.
Must've been half asleep when I wrote some of the previous trade code. Here's some stuff that works.
Double shotgun worldmodel update, material settings changed
[D11][#8] Generic loot containers are openable again
Added hair sets player model and ragdoll prefabs
Hair piece replacement/removal
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.
Hair piece collection now assignable per skin/race set
Adjusted hair sets folder to reflect changes
changed all MouseInput. to BaseInput.
wip tutorial map and squad
tree decoration models, individual world models files, textures
Added steamid-based hair piece randomization
Added bald/remove option
Looking at using observer instead of groups.
spliit AI UDIScore to own class.
wip new AISettings stuff
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
Wearable based hair deformation (wip)
Updated candle hat prefab with deformation flags
Cleanup.
Scene stuff.
Pre goblin class conversion test.
Folder in the wrong place.
Fixed culling edge case + extra debugging
Trading now working all the way through
Fixed DColorCombo.GetColor returning nil
Fixed DGrid.SortByMember's second parameter being forced to true