192,970 Commits over 4,049 Days - 1.99cph!
Noise levels for weapons used by AI sensory system.
Junkpile Scientists are less hostile.
Enabled probex, culling and coverage queries on Vulkan
Updated AsyncGPUReadback to work on 2018.2+
Disabled mesh compression on some hairstyles fbx to prevent crashes in 2018.2 beta (bug submitted)
Added AI for humans to claim a building as their home if they don't already have one
Merge in new AI Sensory System and changes.
GetHomeBuilding can be used outside of DM
unbreak packed FIELD_GMODTABLE
Various debug cleanup, added new toggles for settlement and possessions debug logging. Added cheat toggles to the debug UI
Refactored desires down to a single type
Replaced shelter desire with new "home need"
Version++
more WIP UI
update AmplifyShader
clamp min/max dmg calculations when reducing with armour
Conditions.CanDepositToStockpile NRE fix
Unit group join/leave cleanup, NRE fix
fixed a bug in AttackUtils with damage calculation min/max not taking armour into account correctly.
wip multi-target attack targetting stuff.
linux builds don't use sys freeimage
Added Texture set plastic pipes
Added textured WIP cloning vat model
Laboratory in military tunnels set dressed
More NPC sensory system work. Better control over tick rates for the systems involved ++.
Better settlement level 2 conditions
People will now fill storage baskets with berries from their handbaskets when possible
wip targetting/unit hover bar rework
Containers can now be restricted to the first entity type that gets deposited
Added container persistence data
flipper attack description.
removed unused UnitHoverPanel prefab
Settlement radius now has a global bonus value which is calculated as more buildings are built
Fixed particle addsmooth + cleaned up a couple others
"Ignores Armour" now toggles correctly with attack type.
standardised attack name formatting.
info panel prefab tweak.
added ignores armour text to unit panel prefab
Further NPC sensory system upgrades. Target detectibility (fov, noise, etc), Gun noise +++.
Fixed settlement level possession reqs not creating desires
Fixed unit info widget not showing properly when selecting units
Added some API for settlement inhabitant joining/leaving. Units now have Settlement level driven possession requirements added/removed approriately
Improved junkpile scientist behaviour through new sensory system ++.
Fixed Roles component adding possession requirements for inactive roles when the level changed (i.e. on init)
Player controller selection tweak to hopefully fix info widget not always displaying
Renamed "replacement" settlement level possession reqs
Add existing people to the first settlement when it gets created.
Settlement level 1 requires hand axe.
People now cook stuff on stick.
Swamp placeholder material update