193,207 Commits over 4,049 Days - 1.99cph!
Skip non callback occludees
Some building privilege changes
hide quickcraft when looting
applied a victory cash bonus per surviving unit
Each week phase returns true or false if it succeeded.
Can no longer start the match phase if you don't have enough repaired units.
Only spawn one of each type of quarry
maintenance reduced from 50 to 15 per missing condition point
unit maintenance fees calculated and transaction processed at the end of each week.
Play UI sound for roles when they get enabled
Added role on click to buildings data
Various UI fixes
Fixed half height wall placeholder mesh
Fixed low (1/3) wall not checking prevent building volumes
Subtracting
24259 (various regressions)
wip refactoring match outcome stuff to be easier to follow and add in sections as needed
Import normals on half wall colliders
Added cut through FOV render
Building privilege distance checks use exact distance from entity bounds
Additional deploy volumes on wall and floor pieces
Updated Hapis roads to use asphalt
Added culling occludee processing
added UIUnitStatBar.
fame, durability reworked to be stat bars.
career stat UI prefab changes.
couple of fixes - junkyard
Tribe tracker roles foldout is more responsive, animates quicker. Only display game valid role icons. Role click feedback
Removed ImageMasked crap
pulse status bar cash on transactions
added enable fog of war debug option
show team tab when returning to career screens after a match.
cash sound.
added repair column to team view, repair button shows as repair cost if unit broken.
Updated barricade prevent building volumes to be identical to their damage volumes
Removed wall sockets from foundation steps
Quarry rocks texture cleanup
Switched road_asphalt material to alpha cutout
Added dithered alpha to road_a
junkyard fixes / colour tweaks
repair cost calculation, repair button appears for broken units, units can be repaired, repair transactions, more finance stuff
Moved road_asphalt material