198,693 Commits over 4,140 Days - 2.00cph!
Buttons now work properly again
Refactoring refactor of a refactor
Reenable monster_bigmomma hp recovery system
fixed swamp trees incorrectly baked imposters
bandit town biome mask transfer tweaks
swamps biome mask transfer tweaks
interaction positions for lvl 3 campfire addon
Added new door
Various visual tweaks to the fog
Fixed chair pivots
Fixed dredge mesh and colliders
Added research module to humans
important todos, steam.inf
Fixed AI for putting corpse on fire not checking the cooking method.
Changed rat and rabbit cooking methods to spit.
kill soundemittersystem.vpc.vpc_cache
alternative red door for bandit town
Subtracted
27668 due to regressions (might have to look into a different workaround)
merged to main (still wip)
[D11] More controller support for console - wip
Add kills to stats + fixes
Sorting out events. Maybe the difference between being destroyed and dying.
Unit frames update role icon when role chnages
Wooden chairs prefabs/LOD/col
Fixed empty text in research window
swamps sulfur spawners, new fog script added to scenes
Unit frame role icon colors
Research station empty text, hide content frame when nothing is selected or available
Building status overlay UI shows research when active
Fixed conversation UI not updating position while still animating out
Removed MoodDrainFromNeed simulator, update manipulator values in Need.Tick
Added source string to need stat manipulators
UI value element binding, content refresh
Fixed tooltips on unit stats in the inspector disappearing
Added dead log spawners to swamps for wood
swamp hero trees final models/colliders/prefab setup + billboards
Changed fog volume renderer default mode to exp; updated main camera prefab
Bandit town painted building topology
Fixed UnitFrame stat bars being wrong, the stupid cunts
Reduced or removed harvesting times on stone, grass, sticks
grazing area no longer has a view
Added StringEx.ToArticle with returns nouns with correct articles (a/an)
Fixed Unit Needs not being gated by settlement level (if a level if specified in the Need definition the Unit must belong to settlement of that level or above for the Need to trigger)