221,918 Commits over 3,653 Days - 2.53cph!
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
Main menu camera is more centred on the leaderboard
Improved leaderboard field alignments
Current player's entries in leaderboards are highlighted again
Leaderboard selection now moves with easing
Changed how the current player's entries are highlighted
Leaderboard entries now ease
Leaderboards now centre back on the local player's entry when focus is lost
tem and unit name list regex fix
Limit size of auto generated physics asset bodies
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.
Create convex collision from dominant bones
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.
Third person shit
Carry
WebGl Fixes
Agent holds reference to their last failed Goal activity generator, to prevent spam
Fixed exceptions when timer text is hidden
Stage names now use localisation files
Revert "Stage names now use localisation files"
This reverts commit 90c90cd6b30a01ff27f49f305ebefde3941bb757.
Added localised StageID.DisplayName
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
Some more localisation strings
Basic localisation system