199,463 Commits over 4,140 Days - 2.01cph!
Fixed command validity checks
Added runtime rust/standard impostor shader
Disabled group of immigrants event
Increased min join interval
Stick and stone piles require job/commands
Added raycast background blockers to unit and settlement hud widgets to stop tooltips popping awkwardly
Fixed PlayerCommandWidget NRE
Fixed speed control buttons taking keyboard navigation
Handle potential NRE in Ownable.ClearOwners
Testing budgeted trigger evaluation coroutine, wrapper
ThreatPerceptionCondition is better
Player cam profiler hooks
Triggers cache valid unit classes for evaluation based on their usage in Effects
Composter mesh and textures
UnitCraftingWidget -> CraftingOrderList, managed by UnitFrame
People will now only harvest flagged resources.
Removed a bunch of AI rendered useless by this change and made some fixes to make it all work.
NPC spawners at Outpost now properly respect ai.npc_enable.
WIP on cover points at bandit camp for NPCs.
fixed bug with plant age disappearing
display plant yield
Settlement stockpile needs
update lighting setup and glow on the avatar platform prefab
adding avatar layer for elements affected by the light
update rice texture
Fixed crafting widget not correctly adding created orders to selected unit when possible
Fixed settlement level activity not firing
Fixed research icon showing for buildings that have no available research
Made most Effects apply to humans only
Disabled all animal food AI
PlayerInput consumable struct to reduce code duplication
Equipment icon drag and drop improvements
Building status overlay UI shows assigned builder slots
Disabled worker slots since we don't track them between construction interactions, as I had assumed. Should change this and then re-enable the UI as its a good representation of what people are working on.
Compass has a nice edge fade
adding avatar hat /icon
cleaning files
tweak icon render
Don't really need the compass text
Unload materials correctly
customisation options now ordered by name not unlock cost
customisation defs setup, rebuilt DB
CustomisationMaterialOption
updated customisation db tool to create ids for any custom material options, built db with test data
removed rigid bodies from tree prefabs and setup the code to add them them on being chopped down