12,922 Commits over 2,619 Days - 0.21cph!
Changed ship sounds to linear falloffs
Added autosaving every 5 minutes
Fixed some stat display issues
Fixed some save/load issues
Can change headquarters location
Fixed some pretty wacky building bugs
Trying out a nicer panel transition
More tweaks
Fixed missing stats on ship purchase screen
Ship stuff
Updated What's New
UI + World stuff
Fixed some path issues
Added distance calculations for ship travel
Misc fixes
Fixed busted scrolling on Save/Load
New location upgrades
Added world offset to prevent sfx overlaps
Fixes
Zoom tweaks
Radios now sync their audio
Fixed game breaking when saving/loading while disembarking
Whats new gifs
Because still images are so 2016
Start of an audio pass
More audio
More sound stuff
Added sfx and particles to radio
Can now ignite an unlit igniteable while holding a lit item (previously only the opposite was possible)
{BLACKBOARD_ITEM} keyword can now be used on goal plans
Added an extra indicator when placing items to indicate where an item will go and what it's rotation will be (outline material used for building placement is hard to see on small items like torches/baskets)
Can now specify on a placeable item whether it can be rotated, defaults to true and marked torch and basket as false (rotation has no impact on these)
Fixed being able to trigger place item on something that isn't held
Items now store if they were placed when saving, fixes placed items getting physics enabled after loading a game
Added baskets to the advanced crafting unlock (reach apprentice whittling)
Added a missing ProtoInclude for PersistedIgniteableData
Finally fixed backdrop config switching
No more pillars when drag placing rooms + economy changes
Marked basket as placeable so that a full basket can be set down in camp for people to eat from
Attachment Point containers will now resort their items when an item is dropped
Added a Use Attachment Points field to Container that parents items to attachment points in the container hierarchy. Recursively looks for a transform named "AP_XX" to parent to (eg. AP_06 or AP_12)
Hooked up two meshes to particle system shape components to stop chopped down birch trees from spamming warnings while playing - this was done on the prefabs directly, there could be changes needed on the TreeModelEditor to prevent this happening in future
Target keyword can now be used in Goal Plan Variant descriptions - fixes a bunch of in-game text showing {Target}
Marked take branch interactions on trees as Require Item Pick Up (branches were flying away when taken from trees)
UI tweaks
More UI
More UI
Added scroll views to a few menus
Can now purchase research staff
Added a WeaponEquipPoint field to CombatAbilityParameters to specify how a weapon should be held for the given combat ability. Set Bow-Shoot to LHand, everything else defaults to RHand.
Fixed combat ability selector not using the right target and failing all distance checks
Quivers now get equipped on back slots and are not held in hands
Fixed party movement distance check not working
Fixed a bad selector target in CombatAbilitySelector
UI tweaks
Can now lock reasearch rewards via level
Wip new background system
Got passenger names working
WIP broken name generation stuff
New pot plant prop and Luxury Need for premium passengers
Props can now be marked as interior or exterior only
Fixed a bad target blackboard read in SleepInTerritory
Added a Select Random Position in territory so that the animal would actually go to it's territory to sleep
Save games are now ordered recent first
Can now scroll room/prop selection
More child passenger stuff
Child passengers now unlock at level 3
Added a wip kick move for sword guys
Added a smoke teleport ability to the ranged enemy