201,578 Commits over 4,171 Days - 2.01cph!
Updated Data.dll with new primary/secondary containers
Hopefully fixed the weapon disappearing bug
Reduced belt size back down to 4
Merging equipment_slot_rework
market unit/mod tabs and views now work
more mod market wip
more functionality for ModInventory
moved ModInventory out of Career and into CareerTeam.
every team has a mod inventory, serialized/added to proto.
wip UIMod_Market
add a mod to player team inventory on career creation for testing
ItemDesire now uses ItemFilterSet.
Implemented WriteToBlackboard for all desire types.
Cleaned up setting weight and momentum of Desires.
Nuked GroupHierarchy component, moved rank stuff to new Unit.GroupMember component
Renamed Action to AIAction to stop annoying conflict with System.Action
AI namespace shit
Fixed grazing area move action having a radius of 0
Holding left shift (in editor) when clicking play match will auto grant the player a win without playing the match
repeated the unit nicknames in the nickname list to quickly double number of names available for now.
set all leagues to have 12 teams each again.
Nuked HuntDesire and added ActiveHuntingArea to Combat Component.
Improved animal flee behavior
▄▄▍▋▊▅█▉ ▊▌▅▋▍▅▍ ▌▌▉▅▍▆▍▌▊ ▅ ▍▌█
Player constructions have their own environment type (no longer share building type)
Improved reflections inside player constructions on quality setting 1
Fixed shadows on some building block reflection meshes
fixed a career serialization order bug for week number
fixtures now get deleted when they're played
league advancement wip stuff
Added world reflection quality slider to graphics settings
World reflection quality convar is now saved
leagues track starting week
added some stuff to check if a league/all leagues have fixtures left to play
more league advancement wip
protobu
Connection token provider.
Simplified how we toggle UI modal state (UIscreen specifies a container canvasGroup for all widgets that are hidden by modals, which are held in an overlay canvas)
Fixed Group.Leader being null (first added member is the leader by default)
Script auto updates (EventType uppercase / lowercase)
uv tweaks on short strands
shield bash 3rd player animations
Wrapping up some progression tier data so we can display nice things on the UI for each tier and the remaining requirements
Switched base_anim to CBaseAnimatingOverlay
Spicebush / textures, prefabs, meshes and billboards
Willow bush / prefab and texture tweaks
ProgressionTierDefinitionEditor
TribeProgression widget basics
first pass shader updates
Various world stuff.
Materials to BaseShield.