200,687 Commits over 4,171 Days - 2.00cph!
Zombies don't moan on startup.
DecisionMakerDefinition can be flagged as high priority
AgentBehaviourSlot.SimTickDecisionMakers evaluates high prority DMs first
Added high priority DM asset, assigned Common-Interactions module to use it
league sponsor actions wip
Improved entity physics state persistence, remove some un-used events
Fixed craftingWidget not clearing dicts properly
career modal panels can now take an action function to call when the panel gets closed (by being popped off the stack).
opportunity generaction action now waits for panel close callback to complete the action.
fullscreen fx for statuses
And don't play it on startup.
added (blank) panel prefab for league sponsor selection.
league sponsorship selection action now displays the panel and completes on close.
Fixed inspector label width not adjusting with dataBrowser size
Shipping container material fixes
Rubble pile material fixes
vertex lighting on eyebrows, re-exported, set eyebrow material colours to be more natural, tweaked ginger short material
Misc cleanup, profiler hooks
ButtonSound only plays on left click
Stockpile material animation mapping supports item type defs
Tanning rack stockpile setup
Added AI logging when required role checks fail during DM
RoleDefinition can define sub-roles, requirement checks include checks
Leatherworker is a sub-role of Crafter
Cleaned up how we check for active roles throughout various systems, Unit.Roles no longer publicly exposes the dictionary of role states, instead we HasRole (which includes checking for sub roles) or IsRoleActive
Tanning rack interaction positions
Improved target filter failure logging
Birch trees models/LODs/Prefabs wip
CraftItemProcess takes entities from sibling stockpile component when crafter order is assigned, if possible
Merge from ai behaviour 12
Fixed NRE when terrain topo map isn't set
water meshes meta files changed on reimport
Slightly harder to wall off southern convoy (Hapis)
chinook locked storage crate model, fbx/textures/prefab
Culling group bits in UnitView
stopped spas12 dryfire from playing sounds twice