197,424 Commits over 4,110 Days - 2.00cph!
Unit indicators are disabled duringbuilding placement
Don't show building addons in building UI
Fixed radial indicator not being properly positioned
Fixed effects not showing tutorial
Adjusted a bunch of stat considerations to use sigmoid-ish curves instead of linear
Potentially fixed bandana crafting issues
water_well_e scene progress backup
Work on scientist behaviour.
Fixed banned user check being slow with 20,000 banned users
Cooking is a starting unlock
meat rack ap rotation changes
Fixed role assignment window not scrolling
Holding tab for overlay hides other unit indicators
Hopefully fixed unit indicators getting stuck in the wrong state
Water_well_e mini scene wip
Use db for blueprints and deathlog storage
Quick hacky corpse.AttachToStockpile method
Fixed a few warnings, fixed switch tolerance
Fixed a bunch of UI bugs, cleaned up indicator stuff
Sqlite Tests
Sqlite Libraries
EntitySpawner can now create hints.
Spawned entities will be assigned to those hints.
Units will become aware of hints upon perceiving any entity belonging to that hint.
Fixed NRE when trying to move command non humans in editor.
correct number of branches for basic hut
Possessions now tries to remove find desires for possessions that are no longer required.
HasItem now has an overload that doesn't require outing an Item.
update Entity.Position in Initialize.
added some Influence data.
fixed crafting NRE when crafting for self using machine.
Visual polish - bug fixing
turned off hide on deposit
Don't do anything when calling del without arguments
Testing something to fix "crash on exit"
Added simple collider to wind generator so it can be removed by admins using ent kill
Let's spawn a couple of big rocks near the starting area so it doesn't take forever to build the crafting table
WiseGuysTools scene selection thingee
Refactored the singleton classes that I added ages ago to better match the WiseGuys coding style, using virtual methods for subclasses to override and call the base, instead of having the base classes call a separate subclass method.
Fixed TargetTerritoryConsideration failing if attempting to get the score of a unit and the unit wasn't in the Territory's unit list (now falls back to the position territory check like other entity types)
Moved TargetTerritoryConsideration from a consideration to a bonus in some cooking goals to try and make spit usage more common