193,454 Commits over 4,079 Days - 1.98cph!
Added equipment widget to the selected unit HUD, shows tools and weapons
Added MachineProcess.ToString override
Added MachineProcessSettings.DesireText field for MachineProcessActionDesire to use
Added optional label field for tooltips, refactored how we populate tooltip content in some places
Added an opaque background to tabbed modals/mega-menu (testing)
Fixed Buildings not having the Build Addon interaction when they have addons to build (BuildingSettings onValidate)
Added "min required" value for behaviour command collation on the radial menu
Properly handle VOX sentences that fail to load instead of crashing later
Cash gets decreased if you die or go to jail
Cash on HUD shows correct amount now
Buy and sell shops no longer accept cash.
Added paused border/overlay thing
Tweaked stunt settings
Fixed collision on hex prefabs
Make tooltip reappear after drag/dropped.
make tooltip follow mouse cursor
Converted some plots on testmap_small to commercial and added a placeholder gang building.
Got interaction with dropped world items working correctly
FaceTargetLoop will now break if the unit has stopped facing the target for any other reason (face target on unit view was being disabled if a unit was moving, which gets triggered if the unit gets bumped by another unit)
This should fix animals getting stuck if they are bumped while facing taget
Fixed a couple of load/session change issues
Fixed building upgrades not appearing in child radial menus
Merge latest Main into Wallet branch. Wallet gets cash in HUD + this sorts out some merge conflicts before they get any worse.
Fixed crafting list going out of bounds with lots of recipes
Better icon quality
Show current total cash in HUD
HeldItemModels doesn't need to be public. Just looks confusing in inspector.
Medkit use FX. This sucks so just throwing it in a branch. Will be better to add a deploy animation instead.
Fixed axe impact screen shakes affecting player camera even if the unit chopping wasn't being controlled (or in another tribe!)
Some more debug readout stuff: can see an entity's enabled state and can see the EntityKnowledgeData associated with a known entity (displays distance and last seen on)
Changed medkit use from automatic when selected (which was meaning people kept using them accidentally) to quickslot-based, pressing left-mouse or E to use when selected.
Event driven music can optionally play only once per session (start game music)
Show tooltip on item hover in inventory ui
Fixed bad merge with UIInventoryMenu
fixed bradley loot table giving way too much
set movement layer to 0 weight in animator, (should have been set in code?)
Npcs should wait for dynamic navmesh to finish baking before attempting to spawn on a valid navmesh.
Crafting & Building windows show "unread" status icons on list elements
Fixed map transition fog displaying wrong values
set turn layer to 0 when is look at is not being called
bradley health doubled
bradley loot tables modified - won't drop explosives
bradley turret aim adjusted - coax is way more accurate
bradley coax damage slightly lowered
turn off turn layer if not 0 when unit anim code gets lodded
Removed unneeded stuff from BlueprintCategoryButton
Toggle group instead of buttons on crafting screen.
Bandages, Mp5, Python, Sal Axe, Sal, Hammer, Sal Icepick, Sal sword - Updated to latest rig and added new arms
Semi auto rifle fbx revert
Removed terrain4_rock2_smoothness; replaced by spec on quarry_stone_debris
Renamed terrain4_rock2_specularity
Disabled readwrite on all terrain4_rock2 textures