193,468 Commits over 4,079 Days - 1.98cph!
Working on a PersistentPlayer system that's separate from NetworkUser, with the intention of later being able to support AI bot players.
Added an IgnoreEmptyDispensers option to target filters
Switched the cook module filters back to first candidate mode and made them ignore empty dispensers
fixed furnace skinning
emissionToggle NRE fix
Harvesting roles AI for harvesting tribe desired items WIP
Switched a few cooking dispenser filters to all candidate mode, needs to evaluate multiple dispensers because the first dispenser could be empty
Possessions now stores a list of current possessions
Added actions/abilities and conditions for adding/removing and querying the current possessions
Item Management will no longer drop items that are in the possessions list
Changed EmissionToggle to use material prop block
tem and unit name list regex fix
unit and team name databases only init'd when crating a new career save.
unit nicknames now picked from a text file.
added unit nicknames list of 1600 male/female nicknames, formatted it.
added UnitNicknames which reads unit nicknames from a text file and can return a randomised list of X nicknames
Team name list now read from a text file.
BehaviourChainFilters now have a CandidateMode allowing them to select the first valid candidate instead of filtering all candidates of the same entity ID.
Testing this in Crafting and Cooking modules.
match outcome unit lists now shows unit nicknames instead of unit types
market list prefabs/code updated to have unit nicknames
Disabled DeployableDecay.ShouldDecay outside check when upkeep is enabled (not required)
unit nickname column added to unit headers / team unit list prefab / code
Barricades can be repaired
Barricades can be repaired
Removed upkeep cost from deployables again (accidental commit)
Some fixes to goal failure activity.
Being unable to craft now generates the correct activity.
renamed unit name to unit type in unit list prefabs and code
Reverted decay.tick default value to 10 minutes (accidental commit)
Upkeep is now paid for in the individual entity decay ticks (code simplification + cleanup)
Building blocks that are inside now decay at 10% of their normal decay rate (upkeep_inside_decay_scale convar)
Foundations now decay at the same rate as other building blocks when their upkeep is not paid
Eliminated server side GC allocs from upkeep system
Goal Failure activity is now tracked by the Goal rather than the Agent.
Added a timer after which we repeat the activity if it is still ocurring.
added KitDatabase.
removed UnitView team colour properties.
Blue.Kit and Orange.Kit set to previous team colours, used for teams as normal.
Old team colour function now calls new kit application function.
Agent holds reference to their last failed Goal activity generator, to prevent spam
Activity gen editor stuff
Reapplied
24429 (TC no longer drops any loot when destroyed)
Kill on disconnect, should fix some bugs
Optimized BuildingBlock.IsOutside
Added transition
Made GameInstance a singleton!
Fixed obstacles layers in Level01
Sheet metal tier rework - closing off holes in walls
career mode market list now uses orange portraits to make them standout from the roster list ones
Commented out EdgeThreshold stuff temporarily