193,212 Commits over 4,049 Days - 1.99cph!
lotsa career changes, think I've broken something.
Work on animal behaviour.
Tweaked gravel arid biome tint
Stuff on roadsides / powerline pylons check their terrain anchors
Added some grass clutter to procedural roads
Roads use biome tint of gravel splat
Tweaked path splat and topology blending
Tweaked road width
Changed roadside splat to gravel
Changed procedural road to asphalt
Tiny road layout optimization
CareerUnitDatabase basics, creates a pool of units for the entire league + market, assigns unique IDs.
CareerUnit now has an ID.
Better solution to prevent flooded roads
Team roster generation, roster gen params.
Creating a new career now creates rosters for all the teams in it, using the league level gen params.
Ice lakes are placed after monuments so they don't occupy half the arctic biome
Added mask as a 5th argument to ENT:TestCollision
added CareerUnit
added some CareerUnit related consts to CareerDefines
fixed game being paused upon restart
UI refresh now happens at session end
fixed issue causing TerritoryLocationSelector to have a null grid.
Command no longer uses PooledList
Command pooling clarification
Fixed bad ThirdPersonCamera profile asset/assignment
Added "survive winter" objective to the default scenario
Added terrain anchors to power line pylons for better placement
Same thing for power lines
Split river and road terrain adjustments into their own procedural components
Improved mesh generation and terrain adjustments for roads and rivers
AI uses singularity raycast tables to shift the behaviour matrix towards more life-like state-changed functions.