193,068 Commits over 4,049 Days - 1.99cph!
UI value element separated tint options for label and value text components
AI improvements at Compound.
Fixed world space UI canvas being hidden after quicksave
Fixed settlement indicator/status UI elements not having color reset properly
hiding cash info while in the squad editor to see the unit count
Spawn underwater rock formations
NetworkServer -> Server, more refactoring
Fixed settlement creation UI appearing after loading a game
update career UI : changed league/market tab
Building now has a HasActiveConstruction property to indicate that there's some sort of construction going on.
Various bits of building AI now check this instead of IsFinished making it possible to build upgrades.
Bug fixes
Out of bound prevent movement volumes now work correctly
compound scene2prefab
wip moving to Client / ClientConnection and Server / ServerConnection setup
Fixed GroupNeeds not unsubscribing from TimeManager.OnHour when destroyed (i.e. between sessions, causing NREs)
TerrainDecals destroys any TerrainDecalObject instances in OnDestroy (for safety, this should be taken care of by scene unloading)
Session.LoadScene calls SceneManager.SetActiveScene to make sure we spawn things in the correct scene for cleaner session management
Dont parent views to container transforms in standalone builds
Stop navigating at end of FollowCombatTarget
branching wip network refactor
Merge from compound_monument
Fixed Hostility check and tidied it up so we can see what's going on in there
Fixed mountable NRE when destroyed from moving into an invalid position
Added buttons to Cohesion debug to trigger people joining and leaving the tribe
Couple of fixes
scene2prefab compound
Tweaks to AI at Compound.
Unfreeze NPCs due to bad tweaks.
Stationary NPCs now actually return to their spawn post properly.
Stationary scientists can return to spawn.
Increased stopping distance slightly for waypoint paths, to ensure Scientists don't get stuck while pathing.
Cleaned out old IsHostile function.
NPC vending machine prefabs
ch47 no longer visits shitty monuments
additional sentry turrets in compound
NPC turrets clean up sleepers after 20 minutes
fixed NPC turret aim offset on sleepers
Switched out scientist type for compound spawners.
Scene2Prefab
Slight increase in scientist respawn times at Compound.
Work towards preventing Scientists from crouch walking like idiots.
NPC Vending machine tables
Networking issue: More/different stats
AI tweaks at Compound
Scene2Prefab
Punch: Update current before target
Better, simpler, framerate-independent eye view punch
Allow setting target framerates more easily. Fix the way VSync was set.