199,481 Commits over 4,140 Days - 2.01cph!
Added job consideration.
WIP tweaks to food gathering AI.
electric generator ability for wheelswitch
Goals can now optionally continue the current job.
More AI tweaks resulting from this option.
Roles debug shows current job.
Nav Mesh Link ai upgrades.
Fix for missing component on chicken prefab error spam
Fix overlay selection and valueChanged check
updated puzzletest scene
added OR switch
added temp cardreader
Waiting UI update. Waiting still has a bug, which I think might be inherent in the serializer. Talked to Bill about it.
Working on ready state stuff
progress backup puzzle logic implementation
fix for JobConsideration scoring NaN when the group only has 1 unit
Depositing to basket building is now positional.
Edited max builders to match the number of positions.
linux 32-bit srcds almost sort of works
Considerations with a response of > 0 for a score of 0 will now return true if they score 0
Various fixes to JobConsideration
Update GoalPlan score after setting GoalMomentum to avoid plans from the same Goal interrupting each other.
Savas offshore junpiles and dive sites
progress backup puzzle logic powerplant
progress backup puzzle logic airfield
progress backup puzzle logic trainyard
progress backup puzzle logic WTP
progress backup puzzle logic MT
Generated list equality methods
Clicking to cycle through notifications no longer dismisses them regardless of their settings
UIWidget and UIElement now both inherit a base animatable UI object type, which merges support for Tweener/LeanTwean and animator w/ state callback behaviours
progress backup puzzle logic LS
Fix UI tooltips block raycasts
Struct IEquatable method implementation refactored.
Fix for practice mode not applying the correct matc definition
Work on security door logic wrt NPCs.
B key no longer opens building panel if the settlement info widget isn't active
CraftableParameters supports null role.
Hand Axe and Spear don't require a role to craft for now.
Craftable params editor tweaks, various notification UI stuff
Fixed job dropdown not allowing null
Added NavMesh Link logic to Door and the trigger box used by NPCs.