200,001 Commits over 4,140 Days - 2.01cph!
quick play map view fix for standalone builds
Building manager now caches at game load rather than level load. Needs testing.
merged release branch fixes back to main
Update ambient occlusion effect to AO2/GTAO
Moved triggers, cleaned up a bunch of conditions
Fixed editor-only compile error
Fixed some activity types not being picked up by the notifications UI widget
Added NavMeshAgent.updateRotation to debug panel
Activity types can now define a notification expiry time (got rid of auto expiry toggle)
Increased AO sample count to Medium
Activity descriptions, data
Fixed settlement food need not triggering
Activity notifications can specify whether they should be dismissed on click
added safe zone to compound
Fixed NRE when people eat meat (item had null stat type def in its consumable data, added validation and a warning for this)
Research UI improvements
Revert event serialization in generic spawner.
adding late What's new screenshot...
tweaked what's new text color (shouldn't triggger the glow value)
changed screenshot compression
fixed global chat cuttoff text
fixed /tweaked various UI stuff
More progress on interest points for patrolling scientists.
Fixed shitty ping pong behaviour in Human-Cook AI module
Progression window cleanup
More UI modal state cleanup
Fixed people not dropping other units when reviving them
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Fixed settlement creation name input taking non alphanumeric characters and breaking the UI when you tried to use emojis
Settlement indicator foldout from icon on click
TargetIsWithinAggroRange overload fixes
break condition on Approach Player Units Goal plan
removed shitty break condition.
GetNearestPlayerUnit checks for dead and disabled flags.
added single user option for deployables (safezone recyclers etc)
auto turrets only hit their desired target (anti grief)
players no longer block autoturret line of sight (anti grief)
compound interactables only one user
Reverting change to ECS tick
Senses tweak GetSurroundingEntitiesFromGrid buffers results before testing their perception (easier to debug)
added wip hairstyle 06 and updated dyesets
Fixes roles assignment UI not showing unit rows
added basic divesite
scuba gear spawns in tool crates
protocol++
Switched my singleton classes back to my old system of sub-methods - the WiseGuys-style virtual method override system was too risky in terms of requiring the user to know they had to call base.Method.
Weapon inaccuracy + recoil + view punch work.
UnitInfoWidget optimisation
Player component profiling
Entity manager unit view culling and FoW vis routine moved to FixedUpdate, uses non-alloc CalculateFrustumPlanes
Disabled forced agent tick after behaviour execution by default, added option to AI config to enable it
Optimised some campfire related target filters to filter by ID