198,704 Commits over 4,140 Days - 2.00cph!
Fixed PointerHoverTweener not triggering on pointer exit when the associated selectable was disabled
Fixed UIWidget caching selectables before init
Fixed navmesh rebake using existing data like a chump
Fixed button states in options widget
UIWidget now caches all child selectables and calls OnPointerExit when the widget is deactivated
Willow bushes / tweaks, prefab setup and autospawn
disabled clicking modal background to close window
Nuke configs on version change
Version++
WIP detail card scrolling
Fixed options not loading from file
Options save/load from json, screenshot file counter fix
Form generator cleanup + options support
ModInventory, added protobuf, serialization
Disabled auto-load last save in editor
Global config toggle for scenario system/editor
Tier unlock cleanup, console log
GroupProgression NRE fixes, data save
Data browser shows assets that are not flagged as "game valid" in italtics
Fixed some issues with default player commands and hostile human units (was setting as hunting target...)
Unlocks tidy up.
Progression Tiers now working.
More data.
It is no longer possible to give dead people gifts
tweaks to overgrowth materials - temporary until move to current foliage shader
Fix debug spawning UI error
merge from legacy foliage spec
New Forest splat textures (Maybe not definitive)
Debug spawner can specify the spawned unit's group's hostility to the player tribe
Fixed smoothness being zeroed
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Launcher splash screen updated
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Random gear, random gender options on unit debug spawner
Added environment properties asset to adjust ambient / reflection multipliers and transition speed
More fucking wall placement shite
Deleted old unused tree assets
Fixed more wall placement issues, snapping to existing walls
Moving tree stump / log textures to safety
market tab now has owned / market lists
UIUnit_Market only shows buy button if it's not a player owned unit
set team colour to player team in player list of market
Restore spec for legacy nature/foliage shader
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