199,687 Commits over 4,140 Days - 2.01cph!
Async read fallback to native path on unsupported platforms (e.g. glcore)
Better async read fallback/safety handling on coverage and culling
Game modes now have character events available to override. Added a WeakEvent class for memory leak safety.
Can get NumListeners from your weak ref event
Moving character events around
fixed color correction...
build the all the stdshader libs for 64-bit builds
EntityConsumeValue now has a bool to check if the target is consumable by humans.
All animal food AI now uses the basic ConsumeValue consideration.
multicore render works again
Effects.CanApply returns false is the effect is not flagged as game valid
Simplified NetworkGameMode creation events. Decided AutoFiringEvent was trying too hard to be clever
Fixed SuppliesCondition not working in Need fulfilment evaluation
Settlement levels can have conditions
Effects editor has refresh & create buttons
Settlement leavers create their own group, Unit.Group is no longer null
re-enabled testbox wolves
Following combat target now picks a destination at the desired range instead of directly setting the destination at target and relying on the action to do the rest.
Fixed AI debugger not cleaning up properly when closed
AudioManager history no longer uses DateTime, clears on session reset
removed hit from the base layer (even though it wasnt being used)
Added Settlement passive happiness gain (must have no active needs)
Generic prompt UI is singleton, no longer held by UIManager
Added progression paths. Player picks a path via UI prompt when a settlement reaches level 3. Unlock definitions can be gated by path
Fixed PlayerGroupActivity not working
Fixed DestroySelf action not working
Fixed some issues with entities not being properly removed from machines when picked up or destroyed
Settlement level requirements now work properly
Targeting module now checks if we have a player commanded target
Refactored player command cooldown
Agent forced tick is optionally slot-selective. Autonomous forced ticks from AI can now be controlled on the GoalPlan level.
Force tick on a bunch combat goal plans
OOE fix with agent force ticks
Re added the notification stuff
Better gating of GPV/BC tick by state (should resolve NREs caused by breaking inactive GPVs)
Scenario unlocks are now in added in addition to all unlocks flagged as Starting Unlock
Progression designer no longer shows scenario choice dropdown, displays unlock content in nodes
progression designer label fix
Fixed location event bugs
More character event stuff
Fix for buildings with no units