193,116 Commits over 4,049 Days - 1.99cph!
Renamed GroupNecessities to GroupNeeds
fix for human female having wrong damage overlay mesh name causing unit portraits to not get synced with unit health
Implemented max number of builders per building.
Skipping to the morning uses the current human seasonal sleep range end time
more save slot work, now have 3 save slots, shows create new or resume per slot. show preview info like team name etc for existing saves.
Fixed GameSpeedControlsWidget not hiding the sleep/skip button on refresh
Fixed UnitInfoWidget portraits being out of sync with the unit's view
Humans now have seasonal sleep patterns
Fixed roles widget not updating counts when a member leaves the group
Units.Roles now resets role on death
Updated Savas Koth loot tables to include MP5, LR300, Spas, incendiary shotgun ammo, SAR, python
Security door files - textures/models/materials
Main change here is actually bumping the project .NET version so that I could use ObservableCollection.
My static character lists didn't work on listen servers. :( Changed to a CharacterManager that can have separate Client and Server versions.
Text strings for statuses.
Scene stuff.
Manifest.
Inventory menu should now default to the inventory set that's equipped when opened
Should also switch the actively equipped set when the set is switched in the UI
Allow showing server console in editor again, making it an option in WiseGuysTools. Removed the no-longer-used skipInitialSpawnScreen toggle.
tweak colorkit
fix detail card sorting bug (hopefully)
Fixed some server compile errors
Delete BasePlayer-StatusEffects (again?)
Recommit player prefab
Asset cleanup, island1 terrain fix
Fixed warmth consideration returning shite
Specular all the things
created morphs and lods for facial hair 2 and set up in scene
Removed Need stat types from the codebase, replaced all scoring with inverse considerations of the corresponding vital. (With the exception of Warmth, which now has its own consideration using the calculation from the simulator)
Considerations now hold a default response curve which can be used by wrappers
Validated a shitload of data
createresume prefabs, layout
added facial hair style 2 (need to set up morphs and lods), tweaked dyesets to accommodate
mocking up UI for career creation/resume/saves
Tribe cohesion join/leave events now gated by thresholds used for the chance change calculations
Fixed NRE, cleaned up pool management in AudioManager
Audio sources pull default values from prefabs on returning to pool
Mixer tweaks
Re-worked food need tiers