255,024 Commits over 3,990 Days - 2.66cph!
Made prison spawns an area rather than a point
Desires & effects widgets rebuild layouts when contents change (hack)
removing left over particles from the main scene
update healer particles
getting last rev
What's New back up. Added Pawn Shop.
Fixed menu dropdown overlapping tutorial widget
Dynamic Navmesh should include Terrain layer for navmesh generation.
version++
added a quick What's New data entry, no screenshots for headers.
chainedgun pxc colors
chained level on menu
merged from squadedit branch to main
mass affects physics force
chainedgun 3rd form patterns
Fixed Feed Item to Unit ability appearing when holding food and targeting a human from another tribe
Fixed units wanting to drop items in other tribes stockpiles
Added some checks so Units can recover if they attempt to give a gift and something has happened to the item
Wrapped some errors caused by units attempting to calculate paths while their navmeshagents were disabled (this could be a bigger issue, why are they trying to find paths while sleeping?)
Made meat a giftable item
Fixed NPCs thinking they can't afford drugs, and simplified some code in the process.
Removed need for Update methods on all doors
Door animators disable properly again
armor opacity depends on layer, base armor doesnt have to be default
playmaker callmethod repeat toggle for clarity
combined wait time in fixedcallmethod
chained gun setheavy
Fixed loaded wearables getting added to Unit Item list twice
Door with Bill's fix + other minor edits
Fixed being able to gift items to animals
Fixed changing gender on tribe create screen would break skinning on clothing
WIP coui:// requests handled by managed
Fixed skeleton mesh getting enabled while loading even if the corpse wasn't skinned
Added PlayableGraph Visualiser from unity. Trying to fix doors but at the moment they're even more broken.
Removed unlock field from GoalSettingsEditor
GoalPlan.WatchTarget overridable by various combat related plans
removed individual option for unlocks.
a lot of progression stuff is now only found in GroupProgression.
let's actually apply that consideration in the correct target filter
Added time to dispense consideration which looks at blackboard interaction plans.
Push player movement out of penetrations
Added my path to CookContent.bat
Added Range and Vector3Range
Some unused binds
Fixed missing enum
Compile fix
Merge branch 'master' of SandboxGame
Fixed NRE in PlayerProgressionWidget
Supermarket magazine stands
reduced horizontal recoil on m92
quick distant bradley engine idle
main cannon min engagement range reduced
Bradley is GC free for targeting
Reverted some buffer pre-allocations (memory usage)
proper target sorting (was inverted)
bradley is louder
bradley contact hurt trigger fixes
improvements to item management
Camera OverUI is now a child of main camera, zero'd. Removed CameraOverUI.cs, fixed mouse alignment issues when dragging units out.