198,699 Commits over 4,140 Days - 2.00cph!
Attack range pathfinding now excludes tile cost modifiers.
Version++
move onto mud tiles at half speed
Fixed BehaviourChain.Tick using all its budget to tick the active behaviour more than once per frame
Fixed UI stack getting messed up when continuing on from the end-of-round screen
windmill generates 150 power
windmill
laser detector icon fix
electrical combiner can no longer be chained
Buildings can require a specific group level
Buildings can specify another building that they can be upgraded to
Various tutorials, tasks and objectives cleanup and re-enabling
End-of-round summary merge
Rename and delete the career logos folder with the career folder
M39 VM iron sight centred
Map rotation syncs with DB (allows multiple servers and newmaps/setmaps commands)
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Stop people from doing woodcutting stuff if they are carrying a unit.
Refresh underwear immediately when changing censorship mode in game
added a confirmation prompt and passthrough actions for when making career mode purchases that will use your overdraft
Settlements no longer level up, ported functionality to GroupProgression
House tab refreshing fixes
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[D11][TUTORIAL] Updating branch
[D11] Assign single sell order items
[D11][TUTORIAL][MERGE] Updating branch
[D11] Changed default item price for vending machine. Will automatically put items into vending machine
ActivityTypeDefinition OnValidate fixes SeverityLevel being invalid
Fixed ActivityTypeDefinitionEditor NRE
Fixed Particles/Refraction not matching in scene/game views; potentially wrong in game view
Added bump scale parameter to Particles/Refraction
[D11][TUTORIAL][MERGE] Updating branch
Bed addons assigned to unlocks so that they can actually be used
m39 balance, icons etc
laser detector new icon
door pairing fix post server load
Mod slot effect NRE fixes
No buildings require settlement for placement
[D11] Vending Machines can now have their sell orders set from items in the players inventory costs can be incremented by editing the order
CandidateEntityFilter.EntitySources.Settlement and CandidateEntityFilter.UnitSources.SettlementInhabitants fallback to group sources
Compile fix
Can no longer deploy items on doors unless there is a socket for them
Fixes for building placement without settlement restrictions
[D11][TUTORIAL] Implemented food/drink objective
[D11][TUTORIAL] Fix for objectives not appearing when triggered during hide animation