223,682 Commits over 3,684 Days - 2.53cph!
Set forced closed sessions to 10 seconds, not 2 hours !
Fixed re-pausing after submitting a comment
NRE check when preventing Scientists from hurting Scientists.
Bradley no longer target Scientists.
Merge from visuals_experiment
fixed application of stat value change threshold
higher icebergs ad icesheets densities in arctic
Scientists don't hurt each other.
lower rock splat amount via material bias
Entities can flagged as inaccessible in a Unit's knowledge data. This can be checked in DM filtering and is set via navigation failure in SetDestination
Added checkpoints to iceroad
Coin, trigger mats
Score effects
refactored roster view tab UI to a new UITeamView, works for any team.
clicking teams in league now pushes a modal version
Added files that didn't get checked in
Perform all filtering before increasing count of evaluated candidates.
Added new RegisteredBuildingItems entity source for filtering.
Fixed floating decor rocks
Scientist voice com only limit replies when not in a squad.
Fixed planet navigation bug when rapidly switching
Reject rivers that start too close to other rivers
Merged hapis_7 to save157
Improved awareness of allies stepping into an npc's line of fire.
More optimization when trying to wake up dormant agents.
actually enable single entity on food AI
Fixed a debug tools wrapper NRE
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Smoother river terrain adjustments
Some more stone splat on beaches
adding wip logo stuff (nothing implemented yet)
fixed NRE in GoalPlan.
Food AI uses single entity mode again but checks SmartObject viability.
Cooked food AI uses same pattern as Eat Something.
skightly more trees in temperate field topo
apparently I deleted a comment and didn't save it last night
Added medium beachside rocks
Fixed bug in TryWakeUpDormantAgents introduced in yesterday's optimization.
Applied ally awareness again on Scientists.
Reworked defend ally goal plan (just makes unit run to ally under attack, doesn't check for perception, other combat modules should take over once the unit gets into range)
Added a condition type to check for a unit's role
Added a bravery effect for defenders to make them more likely to stay and fight
Added a PlayerDisabledRole activity
New console command to fill a container under cursor (eg. fill_container Berries)
Disabled Evaluate Single Entity Per Type on Find something to eat - if multiple units are hungry at the same time and at the same location (eg. waking up in the morning) they would all share the closest food item in a basket and only one would be successful because they would occupy the interaction
This change should make multiple units eat from a basket of berries at the same time
Fixed those occasional ragdoll rootbone errors.
Fixed a HitInfo constructor not assigning PointStart (should fix some blocking irregularities)