0.7.4

0.7.4 is the version of Colony Survival released on August 14th, 2020.

Changelog

 * Touched up the UI at many, many places
 * Moved some settings from pop-ups straight into the colony tab of the inventory
 * Added support for UI scaling (100%-400%)
 * Added in-game support for converting worlds from singleplayer to co-op/multiplayer and back
 * Added support for trashing items in the stockpile
 * Added ability to edit rules in the diplomacy menu
 * Removed "press F1 to close" requirement for the quickstart pop-up
 * Allow selecting "non-valid" worlds in the load world menu so they can be deleted in-game
 * Swapped out the "norse" font
 * Updated used version of Unity (the engine) from 2018.4 to 2019.4
 * Deprecated linux 32-bit support (official minimum system requirements were 64-bit for years)
 * Updated postprocess effects (required minor tweaks to visuals/settings)
 * Slightly optimized rendering of many meshes (like wheat)
 * Slightly optimized terrain mesh creation (new unity API)
 * Added "select all"/"select none" buttons to the mod list for new worlds
 * Added an option to permanently toggle on the "block highlight" visual
 * Added a changing crosshair based on context
 * Added support for changing the crosshair files
 * Added support for scaling the crosshair (0%-400%)
 * Workaround for torch issues on a mac + opengl + intel gpu combination

Smaller stuff

 * Split up the setup of trade deals into "finite" and "infinite" ones
 * Swapped some "on-hover" audio triggers for buttons to "on-click" ones, and added those more widely
 * Highlight the active inventory tab more consistently
 * Highlight the currently selected period's button in the statistics menu
 * Increased stack size of plaster to 200
 * Added more precise prompts about missing world names in the new world menu

Fixes

 * Fixed trade deal item selection pop-up not showing the actual items present in the selected colony
 * Fix "hide all" in the statistics menu only hiding currently filtered options
 * Fix a bug with the server when running on a machine that has only 1 cpu thread
 * Fix client only doing LAN discovery on the primary network interface
 * Fix an issue where the client would "finish" loading before it was actually done, the more likely to trigger the lower the bandwidth

Internals

 * Overhauled the system used to programmatically create UI elements - to allow for more visually pleasing results
 * Replaced the Rust based "pip_quick.dll" with unity's Burst system - to allow easier modification of code that is performance sensitive, and future optimization