199,327 Commits over 4,140 Days - 2.01cph!
LS progress backup - Logic for jumping puzzle
Fixed some generation errors, testing deltas
Minor tweaks to Scientist Spawner.
MT scene change (minor field setting in inspector for scientist waypoint groups relying on the ai location manager).
Added more outputs to Switches prefabs
Reduced width of NavMeshLink across security doors for better traversal.
Added Settlement entity source to AI target filtering, updated a bunch of AI target filters to use this mode (gathering mostly)
Added BaseEntity.InSettlement property which is updated for all entities on demand via SettlementUitlity.UpdateSettlementAssignments (to be replaced with localized settlement territory grid)
Added SettlementJobs component which tracks the % of inhabitants that should perform each of the basic jobs not governed by the Roles system.
Updated JobConsideration to use values from the unit's Settlement
Added settlement jobs UI
Finished up SettlementMorale boilerplate
Moved close button functionality to base UIWidget
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LS progress backup - Logic for factory puzzle
Fixed settlement creation button showing while settlement is being built
Fixed ANE in UnitAttachments when inspecting a unit's equipment
Improve Scientist junkpile AI.
Set correct access levels on card readers for Powerplant, Trainyard, Airfield, MT, WTP
scene2prefab
Fixed weapon skins overriding clothing skins on viewmodels
First pass on target decision momentum.
Fixed not been able to loot downed players
Final security door setup for Sewer Branch, Harbors, Sat Dish
scene2prefab
Fixed notifications widget not getting all activity events due to OOE issue
Fixed settlements not getting default components (added all settlement components to default list)
Added jobs icons
builds on case sensitive systems work again
fixed prop_render scripts on remaining style prefabs
Check SocketMod_AreaCheck in GroundWatch / DestroyOnGroundMissing so partially floating objects are also destroyed
Fixed NRE in detail overlay UI
Fixed error in DataBrowser.OnEnable
Fixed a stack overflow in InspectorTabs
Reverted a problem prefab
Fixed jobs foldout showing all the time
Fixed jobs UI not showing sliders
practice mode random map/mode fix
Fixed some tooltips not showing
Unit inspector stats update every second
Blind attempt to find a crash in CCollisionEvent::ShouldCollide
Fixed FL_ANIMDUCKING not resetting when entering a vehicle
Fixed the custom use button trace to not hit the player
Restored Gib Model functionality of func_breakable from HL1
GitHub:
Added player.GetByAccountID( id )
Updated language files
Unit info widget shows active job name
Fixed Settlement.Inhabitants being empty
Supplies now tracks food supply in terms of number of meals.
Fixed some NaNs when Settlements have no inhabitants.
Fixed issues with input slot selection on doors and timer switches
Fixed settlement info hud appearing whilst placing another settlement
Supplies can now return a string describing the number of days of food remaining.
Second pass momentum scoring for AI targets.