201,351 Commits over 4,171 Days - 2.01cph!
Hack to keep STUDIO_SHADOWDEPTHTEXTURE flag between ENT:Draw and Entity:DrawModel()
Fixed roles widget showing incorrect counts
Potential fix for "_MainTex" UI error when opening map
Disabled pause on notify entirely
Fixed OnViewModeChanged NRE
Disabled auto-load of last save
Enabled player death database again
Fixed entityComponent.InternalOnDestroy not being called
Potential fix for another "_MainTex" UI error
Chainsaw for goosey/ prefab/fbx/ textures/materials
Roles widget tweaks
Building.IsUsable uses ConstructionState.Progress
Fixed UIElement animation not setting canvasGroup interactable property
Tooltip and unit description text tweaks
optimized the footIK (it ignores the "debris" layer)
Crafting unlocked when you build the crafting table
clear current building if the current Goal changes
No memoverride for shadercompile.dll
Fixed core/foliage edge mask default values causing clipping errors
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Unit indicators show current role, leader icons.
Improved unit indicator positioning (offset is scaled by zoom distance)
Building the stockpile now unlocks woodcutter & stonecutter roles
Fixed roles widget showing incorrect counts
Fixed stockpiling roles unlocking before the stockpile had been built
Added new unlock notifications widget
Dequeued unlock notifications go to the top, not bottom
Basic Crafting unlock has crafting table as pre-req
Fixed black indicator icons
Fireball isn't a rocket. Doesn't throw NRE's.
Fixed not being able to equip tools in Primary Slot
Exposed a valid Categories field on DropMe, primary slot can take Primary and Tool, secondary slot can take Offhand only
Can no longer equip a weapon that blocks the offhand if you have an offhand item equipped
Can no longer equip an offhand if you have a primary weapon that blocks offhand