200,157 Commits over 4,140 Days - 2.01cph!
Generic prompt UI is singleton, no longer held by UIManager
Added progression paths. Player picks a path via UI prompt when a settlement reaches level 3. Unlock definitions can be gated by path
Fixed PlayerGroupActivity not working
Fixed DestroySelf action not working
Fixed some issues with entities not being properly removed from machines when picked up or destroyed
Settlement level requirements now work properly
Targeting module now checks if we have a player commanded target
Refactored player command cooldown
Agent forced tick is optionally slot-selective. Autonomous forced ticks from AI can now be controlled on the GoalPlan level.
Force tick on a bunch combat goal plans
OOE fix with agent force ticks
Re added the notification stuff
Better gating of GPV/BC tick by state (should resolve NREs caused by breaking inactive GPVs)
Scenario unlocks are now in added in addition to all unlocks flagged as Starting Unlock
Progression designer no longer shows scenario choice dropdown, displays unlock content in nodes
progression designer label fix
Fixed location event bugs
More character event stuff
Fix for buildings with no units
Merge in my branch. Lots of changes around the place, but the main addition that's noticeable is that NetworkGameMode implementations can utilise four new virtual character location-based methods: OnCharacterBuildingUnitEnter, OnCharacterBuildingUnitExit, OnCharacterSellZoneEnter, OnCharacterSellZoneExit.
caged idle, downed ill, stir pot anims, not hooked up
Changed NetworkGameMode start/end triggers to ScriptableObjects per Bill F's suggestion
tweaked dye materials to be slightly less shiny. more work on hairstyle 7, final and lods
Added basic game starting criteria
Added Definition.GameValid array
Unit info widget has a role assignment row built in
Disabled roles UI widget at top of screen, added button to open this window to the menu in the top right
extra sewer tunnel block
Sewer Branch fresh dressing pass underground
added hat morphs to lod1 hairstyles so they no longer clip through headwear
build-dependents for x64, (except for chromium_process)
some of the lunix libraries build
engine lib compiles, missing some deps
Most of the game mode seems to be working.
Various role assignment UI improvements
Fixed some UI errors etc.
Interactions can now define a tool requirement which can be overridden in the wrapper.
Skinning requires blade or axe.
Command generation for depositing to machine now writes to the Unit BlackboardKey
Cook Animal On Spit checks if corpse is skinned.
More command generation blackboard stuff.
Fixed new roles UI stuff causing successive selection, various related cleanup (removed RoleSelector)
Added role assignment to detail view widget
Movement mode AI to higher priority