201,010 Commits over 4,171 Days - 2.01cph!
Merged tribe needs UI into the activity notifications UI
Removed various activity types related to older needs system
Enum regen
Setting Combat Target overrides wandering plans
Secondary slot emotes should no longer happen if primary is already emoting
fix for career creation hang
merged career creation hang bug fix back from release testing branch
added placeholder title screenshots to what's new headers
Started working on look at points for scientists.
Add a graphical gizmo (thanks Bill Lowe) to scientist spawn point, so that it is easier to set up the orientation of the spawn point.
quick play map view fix for standalone builds
Building manager now caches at game load rather than level load. Needs testing.
merged release branch fixes back to main
Update ambient occlusion effect to AO2/GTAO
Moved triggers, cleaned up a bunch of conditions
Fixed editor-only compile error
Fixed some activity types not being picked up by the notifications UI widget
Added NavMeshAgent.updateRotation to debug panel
Activity types can now define a notification expiry time (got rid of auto expiry toggle)
Increased AO sample count to Medium
Activity descriptions, data
Fixed settlement food need not triggering
Activity notifications can specify whether they should be dismissed on click
added safe zone to compound
Fixed NRE when people eat meat (item had null stat type def in its consumable data, added validation and a warning for this)
Research UI improvements
Revert event serialization in generic spawner.
adding late What's new screenshot...
tweaked what's new text color (shouldn't triggger the glow value)
changed screenshot compression
fixed global chat cuttoff text
fixed /tweaked various UI stuff
More progress on interest points for patrolling scientists.
Fixed shitty ping pong behaviour in Human-Cook AI module
Progression window cleanup
More UI modal state cleanup
Fixed people not dropping other units when reviving them
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Fixed settlement creation name input taking non alphanumeric characters and breaking the UI when you tried to use emojis
Settlement indicator foldout from icon on click
TargetIsWithinAggroRange overload fixes
break condition on Approach Player Units Goal plan
removed shitty break condition.
GetNearestPlayerUnit checks for dead and disabled flags.
added single user option for deployables (safezone recyclers etc)
auto turrets only hit their desired target (anti grief)
players no longer block autoturret line of sight (anti grief)
compound interactables only one user
Reverting change to ECS tick
Senses tweak GetSurroundingEntitiesFromGrid buffers results before testing their perception (easier to debug)
added wip hairstyle 06 and updated dyesets
Fixes roles assignment UI not showing unit rows