193,212 Commits over 4,049 Days - 1.99cph!
Disable highlighting renderer with UI
Fixed tooltip lingering when player entered fog of war
More work on animal behaviour.
Fixed GameUI missing primary tooltip reference (and in turn fixes an NRE in RadialMenuWidget)
Fixed movement controls occasionally blocking deselection
Player controller clears and properly resets command pools (needs refactoring, feels like a mess)
Goats are no longer heavy as fuck to carry
Added BaseEntity.GetTypeString, override to return a nice player-friendly taxonomic phrase (wot it is, wat it do)
Improved transition from procedural roads to monument roads
Fixed the occasional gaps between roads and terrain
Fixed terrain sometimes peaking through roads
adding currency icon to the icon font
Mining quarry wooden watchtower
Auto push to public branch on steam
Fixed potential NRE in playerController
Fixed tabbed window view buttons not being clickable
fixed single unit building commands
Put craft button back on the game UI
Fire related AI requires gatherer role
Player controller multi-unit attack fix
multi unit interactions work again
Fixed highlighting shaders
Wearable NRE fix
fixed finding best unit for interaction
WearableObject decay setup
null check in PlayerController cursor thing
Fixed player controller not changing cursor when multiple units are selected
Tooltip fixes
interaction mouse cursor for multiple selection WIP
merged main to release for Steam
Fixed hair colour not applied on armpit, pubic or eyebrow
fixed personality persistence
Fixed unit path display NRE after restarting a session
Fixed tooltip not always filling secondary label text
Fixed selected unit indicators not being properly cleaned up between sessions
Fixed potential duplicate key and NRE in TerritoryLocationSelector, added error log when territory map is null
Fixxd tutorial widget not showing completion animation or displaying the next task
Jenkinsfile b11
Reapplying fix for missing camera script warning
career mode tab notifcations, welcome screen update.
renamed female damage renderer (needs to be have damage in the name, was called human_female_overlay)
Raid positions are now checked to ensure they can reach the player's camp - prevents spawning raids inside cliffs
worldmodeloutline osx fixes
Don't calculate lag locations (used for party movement) if we're not in a party
Added a rock spawner near the starting area on Island_01 so the first building is easier to make
Fixed smartobjects initialising their interactions before their interaction positions (caused the interaction to not init successfully, made buildings impossible to interact with)