191,035 Commits over 4,049 Days - 1.97cph!
Various panel tweaks.
Secondary held inventory panel test.
Armor/insul icon consistency.
Some new icons.
ship chromium_process_x64 to correct dir
Stick pile interaction positions
super rough placeholder anims, initial setup of vm prefab & animator, parameters
Decor patch object pooling, probably
Fixed bad profiler hooks in CandidateEntityFilter
IGModAudioChannel:IsValid now properly reflects the validity of the sound channel (instead of testing existence of the Lua objecct)
IGModAudioChannel.__gc now also sets the userdata to NULL to avoid crashing, just like Stop() does
Most IGModAudioChannel now also check for channel validity
AOT serialization and other changes for IL2CPP
Vaious animals no longer senses entity types other than Unit
Safe message changes based on context
setting up customisation item options panel UI, code.
rebuilt pine small resource
Don't spawn decor that isn't game ready flagged.
Disabled decor bushes to test.
Disabled physics auto sync transforms.
removed rigid bodies from tree prefabs and setup the code to add them them on being chopped down
updated customisation db tool to create ids for any custom material options, built db with test data
CustomisationMaterialOption
customisation defs setup, rebuilt DB
customisation options now ordered by name not unlock cost
Unload materials correctly
Don't really need the compass text
adding avatar hat /icon
cleaning files
tweak icon render
Compass has a nice edge fade
Disabled worker slots since we don't track them between construction interactions, as I had assumed. Should change this and then re-enable the UI as its a good representation of what people are working on.
Building status overlay UI shows assigned builder slots