200,024 Commits over 4,140 Days - 2.01cph!
More work on AI. Search improvements, less funky ducking, +++
Added bool to omit entities from different settlements from target filtering.
Enabled this option on a load of target filters.
Added some stuff to the settlement mask for spherecasting entities contained within the settlement
Fixed indirect lighting sometimes broken on deferred mesh decals
Lots of work on character select screen.
Minor stuff, fix user ID send bug
fixed keycard colors
added keycard itempickups
added puzzle reset script
fuses spawn in boxes and can be recycled for 20 scrap
keycards spawn on desks
fixed being able to drink water from rivers forever to heal, maxes out at 50% now
Don't multi-send ready message
- Add a warning for having no building manager
- Another character select edit
Character portrait images
More lost target search improvements.
NPC orientation test.
Updated barricades spawners
T0 Monuments reset procedure setup
Monuments reset procedure setup
Card reader bounds/collider deeper
re-enabled opponent turn tile hover markers as a result of playtest feedback. reimplemented them using the new msg handler setup.
opponent tile hover stuff now also uses the new tile marker to make it more obvious
Extra LOD to switch to help with readability on low settings
Fixed bypasses at WTP
Fixed blocking fence gate at compound
Fixed upward bypass at trainyard main building
Fixed/Removed security door at airfield tower
Settlement level up popup UI ignores level 1
Settlement level popup only shows for the first settlement to reach that level
Added Group.Settlements convenience list
CraftingOrder holds progress (set by action or machine process)
Unit Crafting UI boilerplate
Removed a bunch of unused combat related Target Filters and Goal Plans
Removed TargetThreatConsideration
changed puzzles reset time to 30 minutes
Settlements now have a grid instead of using a spherecast.
Merge from monument_puzzles
Moved all claiming stuff to SettlementMorale
Updating settlement radius on the grid checks building finished status and also triggers on finishing a building
Hopefully fixed SettlementUtility.GetSettlementAtPosition
Large tooltip preview image support, various UI stuff
Game now matches updated serialization format.
Use grid position instead of distance checks to find settlement at position
Removed redundant territory checks when adding stuff to supplies