198,880 Commits over 4,140 Days - 2.00cph!
Node graph editor cleanup, base node type with common util methods
Roles API method rename for clarity now that we no longer support multiple concurrent roles
Added some loot prefab for CNR game mode
Oops, off by a factor of 10
Slightly more conservative value
removing arrow from attack cursor
Interpolation clock tweaks
biter now reduced by armour, dmg increased 4->5, hp increased 7->8
Charger attack is now reduced by armour, increased dmg 3->4
All levels so far: independent crate spawners for loot rooms
more attack def/setup rework.
disabled attack symbols on unit cards.
refactored out UnitLineAttackRangeSO.
more attack refactoring.
cleaned uo PlayerAreaView
attack defs.
Updated particles_manifest to include ALL default shipped particles
Moved "mod_studio: MOVETYPE_FOLLOW with no model." warning to developer level 1
Reverse changes to NPC.GetTarget and NPC.GetEnemy return values as it causes unforeseen problems with existing mods
Trying a way simpler VariableInterpolationClock implementation. Let's see how jittery it is on the real server.
Changed title screen text back to WiseGuys (from "Plan Z")
Events work, refactoring/cleanup
Research station UI basics
AI designer node child position updates when dragging parent (ported from progression designer)
Fixed settlements skipping level 2's requirements
Make Client/Server separate work
Wooden cabins modular pieces LOD/COL/Prefabs
Walkway segments LOD/COL/Prefabs
Updated swamp cabins scene
Radial menu command cleanup, NRE fix
Role defs on some craftables
Removed Unit.Progression component, moved item craft activity unlock functionality to GroupProgression
Item crafting now provides experience for the associated Role
Crafted items now have their quality determined by the role level of the crafter
GroupProgression & ResearchStation both persist current research items
Changed signature of the death event, robbers now have 3 lives.
Role levels is an enum
Added RoleLevel unlock mode
Cleaned up some unit selection events so that UI widgets (unit info, tribe tracker) dont get confused)
More work on NPC sensory system update.
linux64 chromium embedded framework
More refactoring, handling disconnections.
More work on NPC sensory system.
Fixed tabbed window hotkeys (tribe, progression etc) working with other modals are open
Fixed progression path choice being presented at settlement level 2