192,970 Commits over 4,049 Days - 1.99cph!
Fixed util.GetModelInfo crashing with empty string.
Tried to remove the Character ref from Criminal but it's just not going to work easily. Here's some more minor stuff instead.
Reopened ME tunnels (Hapis)
AI test (Hapis)
wip opportunity definition stuff
cleaned up flare folders.
materials reflectivity adjustments
Stripped some Add to Heightmap scripts left on rock formations
Various
Caves exits ambient volumes changes
a few material reflectivity adjustments
fixes for floating grass at sat dish
Increased Junkpile spawns along roads (Hapis)
Fixed building panel category toggles being invisible
Cleaning up some UI stuff, fixed issues with building panel showing new unlock icon when it shouldnt
Fixed shader compile error on metal (if vs. ifdef) in StandardLayers.cginc
Don't exclude metal from shaders (if used)
Analytics now tracks total memory usage rather than only managed memory
fixing what's new panel
adding navbar script for editors
replacing exit button
can no longer set current building when encumbered
escape or right mouse button now close cancellable modal windows.
added CareerDefines.ValuePerMark, added it to unit value calc.
placeholder unit detail view modal UI
let's not lock woodcutter and stonecutter
career modal UI screens can now be set as cancellable or not
more career modal UI stack shit
added buttons to market/team view unit panels
added unit clicked career UI event
clicking a unit in roster or market pushes a modal panel for detailed unit view, clicking off removes it
Improved Building AI to attempt to eliminate some situations in which people get stuck building.
InteractionPosition now just keeps a list of all blockers instead of doing the box check.
Building prefab layers update
Entity view creation/update now sets appropriate layers for all transforms, including anything named "ground"
Updated ALL view prefabs with correct layers (was previously set at runtime)
Improved Scientist gun reloading behaviour.