201,675 Commits over 4,171 Days - 2.01cph!
Logging some stuff to find error
Objectives widget now shows the requirements for the next 2 unlocks as objectives
Implemented in a kinda hacky way, I make a fake Objective based on the unlock definition (can be disabled by toggling off showUnlocks on the objective widget)
Static refinery sounds shit for real this time
CashTransaction now tracks the week the transaction happened, shows in transaction UI
Scene backup commits are the best commits.
Reset scale for pipe_pile_b prefab to fix bradley getting stuck in launchsite
durability bar values fix
Merging objective unlock display
Building panel improvements
Tribe tracker fixes
Properly fixed tribe tracker hover crap
made radial menu popup instant if you move the mouse while holding rmb
Fixed post game back to menu buttons
Subtracting objective unlocks stuff
merged to release for steam
foliage works withoutline (needed to resasign textures to materials)
Portraits use mood as background, added health vital meter that shows when < 100%, pulsates when < 50%
ActivityManager static init (fixes activity subscriptions not working during asset warmup)
Version ++
Role assignment sounds
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Moved tutorial widget
UI tweaks
Fixed stone spawner near tribe start on island 1 not having physics enabled checked
Fixed some other spawners
Logs stockpile unlocks with standard buildings
Cleaned up some hiz culling shader portions for readability