200,021 Commits over 4,140 Days - 2.01cph!
Stripped some unused nature assets that have been replaced by newer assets
Added CoroutineEx.waitForFixedUpdate / waitForSeconds / waitForSecondsRealtime
Replaced a bunch of "new WaitForSeconds" with "CoroutineEx.waitForSeconds" (eliminates GC allocs)
Removed debug U key to hide UI
tutorial sub task parameters validation.
let's have clear weather during most of the first day of the tutorial.
Healer no longer thinks it can self targer
Reverted Control map to fix layout
Reverted Control1 map to fix layout
Fixed empty whats new panels showing on startup
added OptionMouseClicks option, logic not done yet
Added description text to tutorial modal screen, above panels
Added building mechanic tutorial screen
Data driving UI hint balls, removed old hints widget (use fullscreen tutorial modal in future)
Started a merge with latest version of Rust (not going to work just yet)
Fixed the host not ending games immediately when the attacker still has command points left but they've killed all the enemy units
Merged latest Plugins from Rust
added some cmd verification debug log, version++
Knowledge tab boilerplate
TabbedWindowsEditor fuckerage
Bound to be more issues to fix, but at least the game runs again.
GroupProgression persistence
Adjusted some memory pool buffer sizes
Lost And Found protoinclude.
Fixed error when loading Estranged groups.
fixed error in Tutorials Widget if there is no active tutorial
Knowledge tab shows all tutorial screens, tracks "unread" content
added new arm mesh to rig source
arm mesh revision source added
Added more cmd logging to try and catch the verification bug
Updates post processing stack
Various activity related cleanup
PlayerProgressionWidget fixes
made a start on a basic game event system.
for now game events can be set up with triggers in game modes.
Missed a Main Camera tweak in the merge.
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