192,974 Commits over 4,049 Days - 1.99cph!
Fixed BaseSelectedUnitWidget not changing selection properly
Fixed settlement level up popup showing immediately after the creation popup (no waits for UI modal state to change and for a second before showing)
Improved flee behaviour and reload when idle for NPCs.
Improved navmesh link traversal.
Setting up UI framework to fill out for the client
Add 'Ended' state to server game mdoe states. Stripped out client UI calls from server side. The client should be able to do most of that just by looking at the server's game state changes.
Disable HW statistics setting so we won't have to worry about GDPR compliance
pressbutton functionality
puzzletest scene
bugfixes and fusebox functionality
more io work
Improved return to spawn logic and tweaked related MT scientist stats.
updates to vm controller rig ( added generic weapon base rig, weapon l/R hand constraints, character set)
Inspection UI code refactor to better support different layout/designs and information per entity type
Added a popup modal when a settlement reaches a new level
Fixed bug in Scientist communication, which had them sometimes communicating with themselves.
Cleaned up target memory updating.
Made forgetting memories slightly more robust.
Removed some 128px unused by default spawnicons, and adding new spawnicons for the new spawnlists. (1/2)
Updated TTT to its latest version ( Ironsights on reload changes )
Updated localization files
Starting to remove spawning from pre-round state
Fix compile errors that were stopping separate client/server from compiling.
More robust setting of NPC destinations.
Improve weird NPC animal targeting.
More robust spawn position memory for NPCs.
Slightly more robust setting of NPC spawn location.
Fixed items not being properly added to settlement supplies
Added world model and entity ore prefabs
adding ore folders
moved ore model fbx, textures and material to weapons folder
Settlement info UI happiness & supplies readout
monster_tentacle better fix
Better monster_tentacle fix
Splat map is in native code
Work started on NPCs taking note of interesting throw objects, like flares.
big refactor of UnitDmgInfo, now works on potential healthchange (+ or -) instead of just a damage value.
Refactored everything (I think) that uses it to expect a positive or negative value.
Added waypoints to patrol routes at military tunnel.
Height, biome and topology maps are in native code