192,968 Commits over 4,049 Days - 1.99cph!
Basic Crafting unlock has crafting table as pre-req
Dequeued unlock notifications go to the top, not bottom
Added new unlock notifications widget
Fixed stockpiling roles unlocking before the stockpile had been built
Fixed roles widget showing incorrect counts
Unit indicators show current role, leader icons.
Improved unit indicator positioning (offset is scaled by zoom distance)
Building the stockpile now unlocks woodcutter & stonecutter roles
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Fixed core/foliage edge mask default values causing clipping errors
No memoverride for shadercompile.dll
clear current building if the current Goal changes
Crafting unlocked when you build the crafting table
optimized the footIK (it ignores the "debris" layer)
Tooltip and unit description text tweaks
Fixed UIElement animation not setting canvasGroup interactable property
Roles widget tweaks
Building.IsUsable uses ConstructionState.Progress
Chainsaw for goosey/ prefab/fbx/ textures/materials
Potential fix for another "_MainTex" UI error
Fixed entityComponent.InternalOnDestroy not being called
Enabled player death database again
Disabled auto-load of last save
Fixed OnViewModeChanged NRE
Disabled pause on notify entirely
Potential fix for "_MainTex" UI error when opening map
Fixed roles widget showing incorrect counts
Hack to keep STUDIO_SHADOWDEPTHTEXTURE flag between ENT:Draw and Entity:DrawModel()
Fixed selected unit widgets activation order causing some fuckery
Various fixes including people unregistering for building when going to sleep and forgetting about their thrown weapon after a while
Role counts widget, UI tweaks
Start combat activity no longer pauses the game
Military tunnels entrance lighting volume fix