198,711 Commits over 4,140 Days - 2.00cph!
added single user option for deployables (safezone recyclers etc)
auto turrets only hit their desired target (anti grief)
players no longer block autoturret line of sight (anti grief)
removed shitty break condition.
GetNearestPlayerUnit checks for dead and disabled flags.
break condition on Approach Player Units Goal plan
TargetIsWithinAggroRange overload fixes
Settlement indicator foldout from icon on click
Fixed settlement creation name input taking non alphanumeric characters and breaking the UI when you tried to use emojis
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Fixed people not dropping other units when reviving them
More UI modal state cleanup
Progression window cleanup
Fixed shitty ping pong behaviour in Human-Cook AI module
More progress on interest points for patrolling scientists.
adding late What's new screenshot...
tweaked what's new text color (shouldn't triggger the glow value)
changed screenshot compression
fixed global chat cuttoff text
fixed /tweaked various UI stuff
Revert event serialization in generic spawner.
Fixed NRE when people eat meat (item had null stat type def in its consumable data, added validation and a warning for this)
Research UI improvements
added safe zone to compound
Fixed settlement food need not triggering
Activity notifications can specify whether they should be dismissed on click
Activity descriptions, data
Increased AO sample count to Medium
Activity types can now define a notification expiry time (got rid of auto expiry toggle)
Added NavMeshAgent.updateRotation to debug panel
Fixed some activity types not being picked up by the notifications UI widget
Fixed editor-only compile error
Moved triggers, cleaned up a bunch of conditions
Update ambient occlusion effect to AO2/GTAO
merged release branch fixes back to main
Building manager now caches at game load rather than level load. Needs testing.
quick play map view fix for standalone builds
Started working on look at points for scientists.
Add a graphical gizmo (thanks Bill Lowe) to scientist spawn point, so that it is easier to set up the orientation of the spawn point.
added placeholder title screenshots to what's new headers
merged career creation hang bug fix back from release testing branch
fix for career creation hang
Secondary slot emotes should no longer happen if primary is already emoting
Setting Combat Target overrides wandering plans
Merged tribe needs UI into the activity notifications UI
Removed various activity types related to older needs system
Enum regen
Fixed shared targets via scientist comm not considering hostility.
Increased radio comm timers for compound scientists.
added compound rules sign files
compound scene2prefab
Added detail layer to hoodie material
Added UV2 for detail layer to hoodie
Added knitted fabric detail textures
Removed non functioning code related to trigger_changelevel player position fixes
Fixed calling Player.Spawn() on a player inside a vehicle putting the player in an invalid state where no NPCs can see them (fix for transitions in a vehicle in HL2 campaign)