202,003 Commits over 4,171 Days - 2.02cph!
Trading now working all the way through
Fixed DColorCombo.GetColor returning nil
Fixed DGrid.SortByMember's second parameter being forced to true
Make DLabelEditable.OnLabelTextChanged's return value optional
Fixed usage of DoPrepare and OnValidate in NPC class.
Updated new Goblin to make it work properly in new NPC system.
load awesomium by default for now
tree and deco colliders + gibbables
prefab setup for deployables and world models
Sulfur collectable layer fix
Wood collectable layer fix
Set goblin biome filter to Everything.
Tweaked Flower sizes, colors and patch density to look a little more natural
AI is no longer a static class, created with each local game, has it's own AISettings.
Item description updates and fixes
Phrases
try to load chromium first
komodo and crocodile material setups
Cherry picked Pauls changes
HideableCanvas component, added to match mode canvases
hit f9 to toggle UI
hitting escape with UI hidden will now show the UI (panic mode)
Finished hair removal and deformation code
Added hair deformation and removal flags to all(?) head wearables
Northen Hapis more cold, icelakes and icebergs prep
stub away the rest of chromium's dialogs, url scheme restrictions
Fixed server compilation
Updated manifest
added DevTools, ifdef'd to unity editor for now.
f9 toggles UI
f10 enters free cam
Scenario editor save/load WIP. List scenarios in UI
fix some UI sorting
tweaked UI anim
More iceberg progress
Slightly more snow ores
Merged hair to hair-impl
tweaked materials and textures, vertex lighting etc
added facial hair style 2 to hair-impl
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Fixed a tricky trading bug. Refreshing both container UIs when either one changed was no good - one would try to refresh with outdated info, and could throw an NRE in certain situations.
Re-centered the map position arrow
More scenario editor save/load basics