200,016 Commits over 4,140 Days - 2.01cph!
Hopefully fixed steam problem, spawning and loading error
ugly but working placeholder match summary cash flow UI and code.
match summary unit UI row code.
More work on AI behaviour.
screenshots at 1x, 2x if you hold L shift
fixed desire parenting determining whether we drop the crafted item or not.
create find desire for required tool instead of craft.
Filling stockpiles goal plan added to Gather Items goal (role gated)
Roles GPV change callback only sets new active role if we don't already have one
Added colors and controller icons. Added Level select as separate menu. Player previews are maintained throughout scene changes.
Added level manager prefab. Setup levelSelect scene
made keyboard inputs be "Keyboard1" to account for how controller strings are handled (checkin if playerinstance is controller or keyboard)
fixed NRE on back button in playerselect
Player models spawn with same colours as in player select menu. Gameinstance uses array instead of list to store player prefab references
Added min player warning to player select
Hopefully finally fixed join NRE. Adjusted spawner.
Fixed the game failing to load if an unlock that was unlocked in a save game has been deleted or is no longer available
Added a last hunt time to Roles data, stores the last time a unit went on a hunt
Added a Time Since Last Hunt consideration, trying to push hunters to go hunting every 1-2 days instead of waiting until tribe is hungry (cooks collecting berries is preventing that from happening)
Added some hunting area hints on Island_01
ItemFilter can now ignore specific weapon types, used this to make sure hunters don't go hunting with improvised weapons (sticks)
Hopefully fixed an issue where multiple recommended item craft desires were created if a unit doesn't craft the recommended item fast enough (should fix people making 4 hand axes lol)
Fixed hiz downscale causing some false negatives
Added hiz downscale path for odd sized mips
Added min velocity to reprojection clip for stability
Tripled input values for all campfire inputs - should make campfires last longer and make units less likely to spend all of their time tending to the fire
Advanced Crafting now unlocks after building a crafting table
Set "Craft Item for find desires" goal to the crafting role
Disabled raids, units aren't good enough to survive right now
Fixed crafters not crafting items for other people if the item to be crafted had 0 required roles assigned to it
Made eat a berry interaction positional and non-exclusive so more than one unit can eat from a berry bush at once
Lots of new on/off/ignite/extinguish sounds for deployables
Lots of new active/burning loops for deployables
Open/close sounds for a few deployables
New sounds for searchlight movement
Refinery stairs fix (Hapis)
majority of upkeep completed
made camera min tilt angle check correct
Added playerarrayID to playerinstance
removed playerarrayID and just use playerID for everything
Merge from Player&LevelSelectRework
Merged in quarry fixes
Network++
Default scenario starts with 3 people
ScenarioData.TribeMembers count includes leader
Removed survey charge from loot table
Some more quarry / survey charge loot table updates
Added CareerStat generic class, trakcs current and previous values on value change.
Converted career unit it durability and fame to CareerStat.
Stripped P2P stuff
Player voice chat is done via the server
Network Protocol ++
Added BaseNetworkable.GetConnectionsWithin( vec, float ) (used with SendInfo)
Unit.Desires tracks fullfillment history
Added TimeSinceDesireFulfillment consideration
Nuked old un-used statistical modelling condition/consideration
Can no longer connect two buildings if both have a cupboard