193,196 Commits over 4,049 Days - 1.99cph!
default GPV momentum back to 1.
Also I changed all the data apparently.
Simplified AI scoring and toned down mad bonuses from inherited score and module score.
Stopped goats from spawning inside the cliff
less hectic navigation failure warping (maybe)
Leaving And Joining Tribe debug setting.
Debug settings should now load correctly without having to display the tab.
Fixed activity popup not closing properly
Got rid of UIWidget animator toggle caching as it was fucking various pooled elements
Fixed building UI showing empty categories
Refactored some gameManager/UI manager bits
Fixed UIWidget base.OnValidate not being called by some child types
Building item requirements can optionally be required to be added in order
UI fixes
Added mainland topology (everything connected to the main island)
Only spawn players and monuments on mainland
Idle AI scoring fixes
Fixed building placement guide UI blocking raycast
multiple league serialization.
fixed a bunch of bugs related to having more than one league running.
Replaced BaseSettings.GridUpdateRate with IsStatic bool
Grid static entities not getting grid positions
BaseGrid.ValueAtEntityPosition robustness
Added support for NavMeshModifierVolumes to DynamicNavMesh and MonumentNavMesh.
Started work on supporting door opening for NPCs while making sure Animals can't open them.
Hacked in TMPro_UGUI_Private.DoLateUpdate, which is set via UIWidget.OnValidate
Removed BaseEntity.IsInView property, now only set for units
Added EntityEx.InFrontOfCamera
Build fix
Updated BASS.DLL to 2.4.13.2-mp3free
TextMesh hack to avoid running LateUpdate for all the things ever
UIScreen active state toggles GraphicRaycaster.enabled
Simplied UI scene structure
Renamed a few vars in NetworkEntity to match new version
Added NPC.GetCurrentSchedule
Fixed GridManager not being properly reset between sessions
EntityManager now has a budgeted TickRoutine that handles bounds checks, grid position updates, destruction cleanup and calls into GridManager's influence update
Added Bass projects to the plugins folder.
GitSync:
* Fixed Panel.InvalidateChildren being always recursive
* Fixed Panel.NewAnimation ease values 0-1 being weird
Rolling back BaseProjectile to before goosey's changes
Trying to untangle merge / subtract garbage
Human/Idle scoring tweaks, disabled random "Sit" behaviour
Merged back in subtracted AI changes.
Fixed NRE in UnitIndicator.Unassign, happened when restarting from a backup save