193,935 Commits over 4,079 Days - 1.98cph!
Trying green instead of brown on the new highlights.
Large tooltip.
UnitInspector tweaks.
Scene.
As far as I can tell, comparison with 'null' is coming out with the same results as comparison with '(object)null'. Tentatively changing the three lines in NetworkEntity.RPC, to get rid of those last three warnings.
Fix issue with initial join player spawn order
Fixed the dead space on a bunch of entity icon renders.
Set icon renders to more sane size and format.
Simplify the scene name thing
Automatically fill in scene name in NetworkLevel
Reworked SelectedUnitWidget for consistency. More apparent that the face is a button, and gave it anims.
Some more widget stuff that I forgot what was.
Read only attributes support scripts
Added windsock material and assigned to respective mesh for wind anim
Updated HotAirBalloon prefab
Renamed some rust/std wind properties
A 'new' overlay highlight on the new BuildingWidget tabs.
Animation for the sleep fast forward.
Various widgetry.
Added critical tweeners to the stomach/thermal gauges.
Added some functionality to SliderControl.cs.
Tooltip.Small doesn't blend into panels so much
Cleaned UnitListWidget and gave it proper radial glows
Tweaks to balloon mat wind
Fixed noise scale range
Added noise scale control to rust/std wind
Small fix in building widget.
Revert accidental 99 Bots mode change
Reverted the UnitInspector.prefab from main because mine had too many changes.
Got scene Points Of Interest working again. Added WiseguysLevel to my test map.
Small tweaks to generic wind (simpler for now)
Unscaled btn.Toggle.Bare.prefab
Cherry picking
29239 to main
Added Rust/Standard + Wind shader variations with vertex alpha wind attenuation
Fixed NRE in WindZoneExManager when MainCamera isn't available
Changed hot air balloon material to new shader
Fix round start ordering issue.
merge into main
network++
hot air balloon functionality baseline
Implement daily challenge countdown
Practice AI difficulty level saves to disk
Add unmute date to proto so it actually saves
Fixed potential NRE in Possessions.OnHour
Added SliderControl component, hooked up nutrition and temperate meters on SelectedUnitWidget
got possessions using ItemFilter to a compiling state
Expose starving effect to UI
Don't create SettlementCanLevelUp activity if the level has no building requirement (just instantly level up instead)
Fixed settlement levels missing building requirements
Added placeholder Leader's Hut
Buildings can now define a limit per settlement
It's now possible to build multiple campfires