199,909 Commits over 4,140 Days - 2.01cph!
Removed PlayerController.SelectedUnit, replaced most usage with new SingleSelectedUnit property that will return null if there are multiple units selected
Fixed InteractionPlanData.ToolRequirement NRE
Fixed another "user-provided triangle mesh descriptor is invalid" error on some road meshes
Make the radial great again
replication seems to be working much better now
fixed single-unit commands given to a group of units
Fixed outline when using temporal AA
Fixed outline issues affecting other effects
Fixed outlined object showing over viewmodel
DecisionMaker.ScoreGoals only checks role if the parent module has no role defined
Added depth tolerance to outline draw shader (glow over grass)
MatchSimulator events.
Match results UI code.
Tribe tracker role assignment via right click foldout
Probable fix for AI sometimes not acting or ending turn.
Fixed culling-related flicker sometimes when spawning a new object
Fixed flicker when toggling culling.world (proper)
Fixed EvaluateInteractionForAllUnits NRE. Cleaned up related methods to avoid NREs
Fixed tribe tracker NRE when selecting non-player controlled units in debug mode
Couple more NRE fixes when debugging animals
Updated blackboard syntax based on main changes
Updated UnitStatusUtility to return friendly if unit a and unit b are player controlled
Interaction Desires for multi unit interactions WIP
Fixed map button not working
Removed zoom to map/to game code from camera code
Disabled primitive shelter, made basic buildings the lowest tier unlock
Added different respawning modes, ui etc. to support game mode
Added PlayerAssignedRole activity type, PlayerRoleAssignmentTrigger
Minor activity refactor, enum generation
started splitting career and leage advancement into separate RunWeek and AdvanceWeek processes.
player match results now register results and update the player's team in the league.
TOD Light consideration can now look at the date time instead of light intensity (light intensity goes back up at night thanks to moon light, so it's not a good indicator of is it night time)
Raids should now happen at night
Added PlayerPlacedBuildingTrigger
Switched night time consideration to use the TimeRangeParameters system
Added new basic tutorial for building placement, role assignment (WIP)
Fixed definitions name lookup fuckery