19,298 Commits over 1,614 Days - 0.50cph!
Trait cost values for testing
Trait cost system, RMB to remove
Removed some meaningless warnings from StatCollection Get methods
Minor skill def editor cleanup
Fixed bad owned by strings in building tooltips
Rebaked all other tree impostors and bushes
Fixed bush_fern material losing diffuse map
Fixed and rebaked tree_umbrella_thorn (part 2)
Updated before foliage shaders: original, impostor bake and impostor runtime
Updated Amplify Impostors to v0.9.0
Male nipples don't cast a shadow anymore.
Trait selection back button, prep for text / points hookup
Tribe create trait picking
added age overlay to humans
merge
Made non positional various interactions on buildings that don't have interaction positions.
Tribe create mouse over uses raycast instead of spherecast
Tribe create start game button is disabled until you make enough units (configurable per scenario, > 0 or == defined limit)
Fixing PlayerCamera.CameraComponent being null or pointing to the wrong camera
Dont let AudioManager play anything until game has been fully initialized
Refactored UI management to load each screen from separate scenes, mostly so its easier to work with and we dont have to deal with huge merges
Added SceneSelection property attribute & drawer for path strings
EntityView disables NavMeshAgent via OnValidate, re-enabled after leaving pools
Tribe create no longer creates units at world origin, passes in slot positions which should prevent any navmesh init warnings
Fixed DOF on menu screens
Disable NavMeshAgent on UnitView prefabs.
Fixed items being removed from containers / machine process being shown for a short amount of time if they are destroyed.
Logging in AudioManager for missing dictionary key.
Fixed item removal happening at the wrong time in FuelToEffect process.
Capacity renderer and tooltip info are now more accurate.
Fix for repair state adding construciton info multiple times
Charcreate styling WIP.
Empty ghost for char creation.
Charcreate foliage has its own render queue prio to unbug it.
Nuked a bunch of old assets with missing types
Moved volumetric light beam plugin to std assets to see if that has any bearing on standalone builds
Added new editor for ZoneSeasons component to change season in editor, also buttons to biome editor
fixed null targets in building goal plans
Bonus to current building goal plans if the current building was player commanded
non station requiring jobs enabled by default
Fixed Crafting at Machine goal failure from triggering while we are taking open orders.
umbrella tree with broken imposter
removed extras from foliage shader
Fixed instant build cheat again.
Removed some needs felt spammy.
Need fulfillment will now always trigger the event on the need (fixes goal failure needs lingering in the notifications).
Added interaction to set current building (also assigns the building job).
Tidy up of conditions on some other interactions that were available on the cmapfire even though it's not finished.
Disable linux and OSX builds
Graphics/Project settings, attempting to fix light beam on standalone builds
Fixed generic prompt bad text assignment
Fixed re-rolled units not being added to the same position slot
Disable age choices in char create until we fix them
Don't spin unit when pointer is over UI
Tribe create spinning fix
Fixed highlighter not updating when hair/beard meshes change