199,732 Commits over 4,140 Days - 2.01cph!
Forgot some BaseNpc tweaks in merge.
Fixed errors in wallhole calculations.
Stop NPCs showing money FX for their initial money allowance
Diplomacy component now keeps track of when the last gift was given to another group, and won't give another gift until 24h later
Added a missing ProtoInclude for PersistedGameEventManagerData
Applied Unit Controller load fix from last week to a Groups entities to fix buildings getting marked as not player controlled on load (buildings in players group but not player controlled was messing stuff up)
Added a Go Home ability to units - if they are outside of their territory you can command them to head back to their territory
Changed character visibility to have three states. Characters that are nearby (currently, within 75m) but not visible to the player can still animate while having some other unnecessary features disabled, meaning their weapons can still play sounds in animation events and so on
Fixed construction parameters on building materials not being set properly on load
Kill SetVisible on CharacterModel. SetVisibility is king now.
Fixed possible Lua error(s) in menu state
Supermarket cash register
Packer tools support for 48 and 64 bpp
Fixed imageutil savetexture swizzling
Fixed compile warnings
Downscaled heavy plate jacket and pants
Added mouse input events for releasing left mouse over a unit or a tile
Disabled drag scaling for now
moe wip dragging
gas_station update
gas pump LODs/COLs/ Textures and prefab
Downscaled wood armor and roadsign vest
Downscaled hazmat mask textures
Packed hazmat suit materials
board unit dragging basics
Added mouse input event for left click up NOT over the board area
Scale fix.
Dragging and release a unit onto a blank tile now works
Can now drag units from the panel onto the board
Supermarket final tweaks and polish
Added events for clicking map button for preview and for edit.
Bottom squad editor panel now opens/closes depending for edit/preview modes
Merge from weekend_branch
Supermarket loot spawn tweaks
Deleted the squad editor unit buttons from the scene
Changed unit button bar spacings to work with normal Unit button prefabs
Minor tweaks to texture usage report tool
Packed another few dozen materials
Closing potential sources of NRE in occludees
Progression widget now modal
mousing into the map viewport of preview map now switches to edit mode
DecisionMaker and DecisionContext now reference an IUnit rather than an IEntity that we cast as IUnit everywhere.
Removed confidence from decision scoring
New gathering for fire AI WIP (DM disabled for now).
Value For MachineProcess is now a mode of EntityValueConsideration.
TargetFilters will now peek into the target array at a random point rather than starting 0, helps when dealing with large (10+) filters to ensure items that are at the end of the array get a change to be selected