200,012 Commits over 4,140 Days - 2.01cph!
Card readers glowing colors/intensity tweaks
Improvements to animals in water.
Improvements to target scoring momentum.
Updated names on scientist loadouts.
Increased Scientist threat memory.
Improved Scientist AI for unseen threats.
Navigation waits for pending paths a bit better.
fixed capture point tile topper NRE from playtest
Settlement info HUD progress, moved jobs foldout into the main widget, added new buttons.
Tooltip image support
Settlement inspector/management window boilerplate
Settlement UI shows housing as "value/inhabitant count"
Fixed a bullshit bug with list read / write generated methods.
chasing down charger attack NREs
Progress on improving Scientist searching for lost enemy targets.
Reversed animal swimming (they still slow down in water).
UIColorComponent -> UIStyleElement
Added support for UIStyleElements to take image sprites from their style config
Added global UI style shadow config and component management in OnValidate
Food supply tooltip uses Supplies.GetRemainingDaysOfFoodText()
minor draw distance improvements
Leaving a group is now managed per-Unit via the GroupMember component, various related cleanup
removed unuused card items
Added custom / community map support via URL
Network++
Removed weird "more gibs" game objects from bear and stag ragdolls (warning spam)
Longer despawn timer on gunpowder and sulfur
Job assignment defaults to 100%
Settlement level progress % calc
SettlementMorale now tracks the time since being attacked to prevent ping-ponging values.
SettlementMorale now handles making a settlement claimable.
If Morale gets low enough Settlement has a high chance of surrendering.
Deltas now use operator overloads.
Improved lost target searching.
Lots of small issue fixes.
Early exit from path vs euclidean distance test.
various weapon material tweaks
More work on AI. Search improvements, less funky ducking, +++
Added bool to omit entities from different settlements from target filtering.
Enabled this option on a load of target filters.
Added some stuff to the settlement mask for spherecasting entities contained within the settlement
Fixed indirect lighting sometimes broken on deferred mesh decals
Lots of work on character select screen.
Minor stuff, fix user ID send bug
fixed keycard colors
added keycard itempickups
added puzzle reset script
fuses spawn in boxes and can be recycled for 20 scrap
keycards spawn on desks
fixed being able to drink water from rivers forever to heal, maxes out at 50% now
Don't multi-send ready message
- Add a warning for having no building manager
- Another character select edit