200,697 Commits over 4,171 Days - 2.00cph!
Re added the notification stuff
Better gating of GPV/BC tick by state (should resolve NREs caused by breaking inactive GPVs)
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
progression designer label fix
Fixed location event bugs
More character event stuff
Fix for buildings with no units
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.
caged idle, downed ill, stir pot anims, not hooked up
Changed NetworkGameMode start/end triggers to ScriptableObjects per Bill F's suggestion
tweaked dye materials to be slightly less shiny. more work on hairstyle 7, final and lods
Added basic game starting criteria
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
extra sewer tunnel block
Sewer Branch fresh dressing pass underground
added hat morphs to lod1 hairstyles so they no longer clip through headwear
build-dependents for x64, (except for chromium_process)
some of the lunix libraries build
engine lib compiles, missing some deps
Most of the game mode seems to be working.
Various role assignment UI improvements
Fixed some UI errors etc.
Interactions can now define a tool requirement which can be overridden in the wrapper.
Skinning requires blade or axe.
Command generation for depositing to machine now writes to the Unit BlackboardKey
Cook Animal On Spit checks if corpse is skinned.
More command generation blackboard stuff.
Fixed new roles UI stuff causing successive selection, various related cleanup (removed RoleSelector)
Added role assignment to detail view widget
Movement mode AI to higher priority
Human basic attack range to 0
Just needs testing now...
switched priority of changing combat ability with attacking to hopefully avoid people using the wrong abilities sometimes.
Nuked MinAngularSpeed from nav data, Navigation sets angular speed from data every frame (for tweaking)
Work time consideration returns 1 all the time (pending exposure as a player controlled mechanic)
Disabled high quality shadows (PCSS) on glcore (sampling bug)
Finish off removing the hack on UI text. Make it work nicely with the new system.
Merge: Finish off removing the hack on UI text. Make it work nicely with the new system.