193,011 Commits over 4,049 Days - 1.99cph!
Tweaked fireball stats and made the radius inline with the vfx.
NPC tuning.
Don't disable billboard culling on SpeedTree billboards (only on our own imposters)
Slight tweaks to tree quality behaviour
set team color for the team view/detail unit
fixed uv1 issue on clothing items that have exposed skin. fixed skinning issue on wrists on collared shirt and mesh clipping on baseball cap
fixed armpit hair, material tweaks, fixed lod distances
NPC stats from the spreadsheet.
LOD tweaks.
Baked yet another navmesh.
Fixed radial options not being updated when selecting a different unit
update career unit detail panel
disabled career scene object
sponsor/objective UI prefabs, scripts, wip.
added / tweaked 3rd person chainsaw animations
fixed detail card info not updating
Tweaked LOD distances on small trees
update unit detail card to be drag from larger area/fixed the random shuffling when cards were drag more than once at a time
chainsaw NRE fixes
chainsaw uses materialpropertyblock, animations work in third + first
moved construction back to high priority but added condition of not carrying an item for the building
Construct current building lower priority than gathering to avoid people dropping excess building materials around the building site
temperate birch tweaks
halved textures size
Misc smartobject debug cleanup
Instant build cheat now works on building upgrades too
more sponsorship stuff, prefab
Various post/weather/fx tweaks
cherry picking overgrowth shader/material tweaks
CareerSponsorship, CareerObjective, SponsorshipReward wip stuff
Don't cull tree billboards if tree quality is above 50
Switch to tree billboards sooner if tree quality is below 100
Refresh foliage grid when adjusting grass quality
Ceil tree and mesh quality convars at 200 (same as UI)
Fixed core/foliage tinting to match rust/foliage
Junkpile navmesh fixes.
Improved scientist switch to tools behaviour.
Improved scientist navigation behaviour at junkpiles.
code lock version of chinook crate, fbx, prefab. Original textures now include code lock too.
Gathering items for combat is now its own module
Fixed the error spam while unarmed.
Island 01 and 02 cleanup, 02 bounds & rebake
Fixed a stack overflow in DListView
Fixed roles widget not always being activated when it should
Roles widget hides itself until there are any roles unlocked
Implicit conversion of StatTypDefinition, cache enum values on warmup
temp fixed armpit hair, set up dyesets for all characters apart from capmask colour, temp removed hairstyle 3 until its reworked, removed old haircap mats and old \hair_dye\ folders as now referencing original mats
Unset debug on some modules
Was reading bytes before ID in networkinput, caused a fuckup.
AI data viewer exposes enabled & debug toggles, buttons to toggle all modules debug values
Reset some convar values changed during testing in editor.