224,797 Commits over 3,714 Days - 2.52cph!
LogError instead of normal Log if save files are invalid
Refactored Group.Supplies a bit, now stores a dictionary of SupplyTypes, SupplyInfo. Made OnSuppliesChanged static
Added static Cohesion.OnValueChanged event
TribeWidget now listens to events from supplies and cohesion rather than doing bullshit in Update
Re-implemented options menu navigation
Fixed repeating axis controls
Re-implemented ButtonOptionsItem input
Re-implemented SliderOptionsItem input
Re-implemented ToggleOptionsItem input
Re-implemented ComboOptionsItem input
Got controller button prompts working again
disconnected pixels are separated into multiple chunks if they arent connected to eachother
filling brake flipped correctly
brakes affect movespeed
touching a pixel doesnt kill you immediately
mostly failed attempts to solve some collision issues
fix unit scale
player gun disabled while touching pixels
merge
tube wall bg opacity correctly set to 0
player bullets reflect off tube walls
pixelgroups can scale more properly
fixing some pixelgroup/pxc RenderPosition stuff
reworked camera shaking
filling speeds in
fixed filling pixel groups
changed tube wall shape
tube filling base class
spawn both kinds of filling
dont erode or have recentlly-disconnected effects for pixel chunks after enemy is destroyed
tube only rotates diagonally
filling2 pixelgroups
filling3
other filling pxcs
ribs stage
ribs boss switches between 2 anims
Merge branch 'master' into rewired
More button prompt re-implementation
female damage mesh name change
possibly broke something in animations its complaining about missing file refrence
progress on persisting ragdoll state
Camera particle FX are set to DontDestroyOnLoad
Added supplies debug flag
Debug settings tab uses reflection to automagically draw all bools from BeforeDebug
removed old facial hair texture and materials, reset skin material to default, added some thicker strands to facial hair 1, tweaked dark material values, set capmask compression
Fixed player commanded building being cleared by Current Goal change
Fixed BeforeDebug init not grabbing properties
Fixed some debug values not being properly saved and loaded on init in BeforeDebug (made things not work until the debug settings window had been opened)
Fixed entity inspection window not automatically opening when the player toggles the detail view with a unit selected
Fixed unlocks with missing need requirement data
Fixed Tribe not having a cohesion component
wip basic career creation screen, scripts, setup
can now hold shift in unity editor when clicking an existing save slot to first delete the save then create a new one in it's place.
correct team logo shows on career save slots
each career save slot has it's own team logo folder
Fixed missing warmth bonus on Goal.MakeFIre
save slot delete button works
Renamed GroupNecessities to GroupNeeds
fix for human female having wrong damage overlay mesh name causing unit portraits to not get synced with unit health
Implemented max number of builders per building.
Skipping to the morning uses the current human seasonal sleep range end time
more save slot work, now have 3 save slots, shows create new or resume per slot. show preview info like team name etc for existing saves.
Fixed GameSpeedControlsWidget not hiding the sleep/skip button on refresh
Fixed UnitInfoWidget portraits being out of sync with the unit's view
Humans now have seasonal sleep patterns
Fixed roles widget not updating counts when a member leaves the group
Units.Roles now resets role on death
Updated Savas Koth loot tables to include MP5, LR300, Spas, incendiary shotgun ammo, SAR, python
Security door files - textures/models/materials
Show modifiers on tech tree tooltip
Main change here is actually bumping the project .NET version so that I could use ObservableCollection.
More stat stuff
Can now upgrade the ship chassis via the tech tree
ribs stage
ribs boss switches between 2 anims