193,114 Commits over 4,049 Days - 1.99cph!
Added method to destroy the appropriate amount of food in Supplies to pay for levelling up until we make the AI for this.
It is now impossible to level up if you haven't met all your Settlement's needs.
Cleanup of old levelling up conditions.
Progress bar on settlement widget now shows stored food instead of conditions met.
Wooden cabins
Simplified coliders
Fixed wrong material on LODs
added clean vm export script
update to source vm paddle anims
Removed some deprecated scripts
individual clothes prefabs. Materials and lods
Added UpgradeDefinitions to allow for easier handling of unlocking building upgrades through unlocks.
Added required food values to settlement levels.
Misc progression data.
Fixed it being impossible to level up a settlement if the level has no requirements.
river reeds popuplation tweaks
map rotation timer rework.
map rotation interval now specified in minutes not hours.
map rotation fixes.
version++
Cherry picked probex NRE fix from main
procmap reeds prefabs to replace temporary river prefabs
Reeds models/textures/materials/impostors
DataBrowser and AssetMenu grouping functions for needs and unlocks
MatchMaking now configs GameSettings using a map from the rotation.
added MapRotation.GetRandomMapID()
when a new map rotation is picked by the server, it gets broadcast to all connected clients.
added "newmaps" server console cmd to force a new map rotation.
added Defines.MapCountPerRotation.
rotation time string formatting, rotation icon now hidden until set, more clean up
Bugfix for NRE on helditems with no item + testmap_smaller edit
Had an issue where if you reconnected to a game, you weren't holding anything. Turned out this is what happens on reconnect:
1. OnEntitySpawnMessage. HeldItem entity comes through on its own
2. It's created
3. Deserialize called.
4. SetParent called, but parent is null since it's coming on its own.
5. OnClientInitialize called
6. OnEntitySpawnMessage. HeldItem entity comes through as a child of the user
7. Warning shown that it already exists
8. Deserialize called.
9. SetParent called. *Parent is now set.* We can now call SetItemHolder any time
10. OnClientInitialize _skipped automatically_ in NetworkEntity as it's already been called
To fix I added moved the backup SetItemHolder call in Deserialize to OnPostDeserialize, which is called after SetParent.
Fixed errors being thrown when camera tried to detatch on quit
Changing carryable picking up to allow for the carrier to take action when pickup occurs. Might change this around a bit more.
Show different message on carryables if the interactor is already holding something and can't pick up
Updated ASE
UI design
Remove redundant role def on UnlockDefinition
Enabled ResearchStation component on Hunting Station
Updated unlock data to reflect the new tech tree.
Unlocks are now sorted by settlement level in the data browser.
ProgressionGraph OnValidate to remove nodes with null unlocks.
Initial Xbox One fixes, native dlls
map rotation timer retard fixes
Dredge dressing
Ladder triggers
Dredge lights