198,653 Commits over 4,140 Days - 2.00cph!
Timer in seconds instead of minutes. Camera edit for the benefit of Countdown mode
Countdown handles start conditions no longer being met. Character select screen can show notifications.
card readers keep door open until puzzle resets
Fixed deferred mesh decals occasionally not working; using non-instanced fallback
Settlement level requirement state tracking, better tooltip descriptions, UI design progress
GenerateCode
skin approval
SettlementDesirability calculation
Touched shaders affected by refl
Settlement levels now require the player to press a button (pending AI event and supply consumption)
Added StringEx.Style method for use with TMPro styles
Tooltips use a single body text component and styles
Fixed grass being invisible with certain shadow mode settings
Loot balance outside puzzles
Fixed IndexOutOfRangeException on Hapis Island
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wip edit map squad button/functionality from in-game escape menu when playing in practice mode
can now jump straight to editing squads from practice panel
squad editor can now be started from anywhere, with a specified map loaded, squad loaded and UI setup for editting.
Workaround for current reflection probe limitaton on d3d11 (sky only refl)
Fixed NRE on static maps (Hapis, Savas, Craggy)
Fixed an exploit where you could loot a through a window on Powerplant
Fix to Powerplant puzzle flow
Final check over generators
Hide world interaction tooltips when a UI element triggers a tooltip
Fixed tooltips persisting after radial opens
Fixed GroupNeeds activity being generated before game ready
Various UI work
UnitView.OnValidate ensures FogOFWarUnit is added to all prefabs
World initialization logging tweaks
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removed legacy barricades in mines at MT
wip entering squad editor from practice map screen selection
Map files contain world size so custom maps can be any size
Fix to Powerplant puzzle flow
hid current unit list bar for now
squad editor fast play button