192,988 Commits over 4,049 Days - 1.99cph!
changed puzzles reset time to 30 minutes
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
Fixed bypasses at WTP
Fixed blocking fence gate at compound
Fixed upward bypass at trainyard main building
Fixed/Removed security door at airfield tower
Extra LOD to switch to help with readability on low settings
opponent tile hover stuff now also uses the new tile marker to make it more obvious
re-enabled opponent turn tile hover markers as a result of playtest feedback. reimplemented them using the new msg handler setup.
Card reader bounds/collider deeper
Monuments reset procedure setup
T0 Monuments reset procedure setup
Updated barricades spawners
More lost target search improvements.
NPC orientation test.
Character portrait images
- Add a warning for having no building manager
- Another character select edit
Don't multi-send ready message
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
Minor stuff, fix user ID send bug
Lots of work on character select screen.
Fixed indirect lighting sometimes broken on deferred mesh decals
Added some stuff to the settlement mask for spherecasting entities contained within the settlement
Added bool to omit entities from different settlements from target filtering.
Enabled this option on a load of target filters.
More work on AI. Search improvements, less funky ducking, +++
various weapon material tweaks
Improved lost target searching.
Lots of small issue fixes.
Early exit from path vs euclidean distance test.
Deltas now use operator overloads.
SettlementMorale now handles making a settlement claimable.
If Morale gets low enough Settlement has a high chance of surrendering.
SettlementMorale now tracks the time since being attacked to prevent ping-ponging values.
Job assignment defaults to 100%
Settlement level progress % calc
Longer despawn timer on gunpowder and sulfur
Removed weird "more gibs" game objects from bear and stag ragdolls (warning spam)