192,970 Commits over 4,049 Days - 1.99cph!
Just needs testing now...
Human basic attack range to 0
Movement mode AI to higher priority
Fixed new roles UI stuff causing successive selection, various related cleanup (removed RoleSelector)
Added role assignment to detail view widget
Cook Animal On Spit checks if corpse is skinned.
More command generation blackboard stuff.
Command generation for depositing to machine now writes to the Unit BlackboardKey
Interactions can now define a tool requirement which can be overridden in the wrapper.
Skinning requires blade or axe.
Fixed some UI errors etc.
Various role assignment UI improvements
Most of the game mode seems to be working.
engine lib compiles, missing some deps
some of the lunix libraries build
build-dependents for x64, (except for chromium_process)
added hat morphs to lod1 hairstyles so they no longer clip through headwear
extra sewer tunnel block
Sewer Branch fresh dressing pass underground
Added Definition.GameValid array
Unit info widget has a role assignment row built in
Disabled roles UI widget at top of screen, added button to open this window to the menu in the top right
Added basic game starting criteria
tweaked dye materials to be slightly less shiny. more work on hairstyle 7, final and lods
Changed NetworkGameMode start/end triggers to ScriptableObjects per Bill F's suggestion
caged idle, downed ill, stir pot anims, not hooked up
Merge in my branch. Lots of changes around the place, but the main addition that's noticeable is that NetworkGameMode implementations can utilise four new virtual character location-based methods: OnCharacterBuildingUnitEnter, OnCharacterBuildingUnitExit, OnCharacterSellZoneEnter, OnCharacterSellZoneExit.
Fix for buildings with no units
More character event stuff
Fixed location event bugs
progression designer label fix
Scenario unlocks are now in added in addition to all unlocks flagged as Starting Unlock
Progression designer no longer shows scenario choice dropdown, displays unlock content in nodes
Better gating of GPV/BC tick by state (should resolve NREs caused by breaking inactive GPVs)
Re added the notification stuff
OOE fix with agent force ticks
Force tick on a bunch combat goal plans
Agent forced tick is optionally slot-selective. Autonomous forced ticks from AI can now be controlled on the GoalPlan level.
Refactored player command cooldown
Targeting module now checks if we have a player commanded target
Settlement level requirements now work properly
Fixed some issues with entities not being properly removed from machines when picked up or destroyed