200,682 Commits over 4,171 Days - 2.00cph!
Fixed mountable NRE when destroyed from moving into an invalid position
Fixed Hostility check and tidied it up so we can see what's going on in there
Merge from compound_monument
branching wip network refactor
Stop navigating at end of FollowCombatTarget
Dont parent views to container transforms in standalone builds
Fixed GroupNeeds not unsubscribing from TimeManager.OnHour when destroyed (i.e. between sessions, causing NREs)
TerrainDecals destroys any TerrainDecalObject instances in OnDestroy (for safety, this should be taken care of by scene unloading)
Session.LoadScene calls SceneManager.SetActiveScene to make sure we spawn things in the correct scene for cleaner session management
wip moving to Client / ClientConnection and Server / ServerConnection setup
Bug fixes
Out of bound prevent movement volumes now work correctly
compound scene2prefab
Building now has a HasActiveConstruction property to indicate that there's some sort of construction going on.
Various bits of building AI now check this instead of IsFinished making it possible to build upgrades.
update career UI : changed league/market tab
Fixed settlement creation UI appearing after loading a game
NetworkServer -> Server, more refactoring
Spawn underwater rock formations
hiding cash info while in the squad editor to see the unit count
Fixed world space UI canvas being hidden after quicksave
Fixed settlement indicator/status UI elements not having color reset properly
AI improvements at Compound.
UI value element separated tint options for label and value text components
Fixed activity widget colors
A couple more tweaks to AI.
Underwater vegetation tweaks
Reset _genericCommand in PlayerController to avoid weird commands with null fields
fixed scientist sentry guns being destroyable
fixed compound vending machines only selling tshirts after a load
Deleted old Seek Out Attacker GoalPlan
added chill area to compound
added additional vending machine
flare cost reduced (less gp from recycle)
adjusting building supplies cost
Changed the way the crafting queue limit works (correctly handles half stacks in the queue etc)
More underwater rock formations / static driftwood / tweaked underwater create spawners around rock formations
Fixed bad vitals display in UnitInfoWidget
Activity timeouts (defaulted all types to 10 seconds)
Activity expiration uses condition groups
Activity tooltip text
When people leave the player's tribe they will join another if there are any available
extra sentry gun
chillzone updated
barbed wire update
plugins rebuild
building supplies vending machine updated
added lowgrade to resource VM
Added Eums.HasFlagEntityType non alloc impl of Enum.HasFlag for the EntityTypes enum