200,349 Commits over 4,140 Days - 2.02cph!
Removed skill levels
Added role levels
Removed Cook, Defender, Fisherman, Herbalist, Potter, Stonecutter and Woodcutter Roles
Added Farmer, Shaman, Tanner and Weaver roles
All gathering and food related AI modules are now default
Research is now either global or station specific
Research mode unlocks can optionally define a required role and/or required station
Added interactions for research at craftsman, weaver, shaman and tanner stations
Roles component no longer supports multiple concurrent roles, saves RoleInfo with level and exp
Populated the progression graph with more content from the design doc
Baskets no longer require the crafting station
Version++
Tanner, farmer and shaman roles unlocks
Fixed tabbed window hotkeys (tribe, progression etc) working with other modals are open
Fixed progression path choice being presented at settlement level 2
More work on NPC sensory system.
More refactoring, handling disconnections.
linux64 chromium embedded framework
More work on NPC sensory system update.
Role levels is an enum
Added RoleLevel unlock mode
Cleaned up some unit selection events so that UI widgets (unit info, tribe tracker) dont get confused)
Changed signature of the death event, robbers now have 3 lives.
GroupProgression & ResearchStation both persist current research items
Removed Unit.Progression component, moved item craft activity unlock functionality to GroupProgression
Item crafting now provides experience for the associated Role
Crafted items now have their quality determined by the role level of the crafter
Role defs on some craftables
Radial menu command cleanup, NRE fix
Wooden cabins modular pieces LOD/COL/Prefabs
Walkway segments LOD/COL/Prefabs
Updated swamp cabins scene
Make Client/Server separate work
Research station UI basics
AI designer node child position updates when dragging parent (ported from progression designer)
Fixed settlements skipping level 2's requirements
Events work, refactoring/cleanup
Changed title screen text back to WiseGuys (from "Plan Z")
Trying a way simpler VariableInterpolationClock implementation. Let's see how jittery it is on the real server.
Reverse changes to NPC.GetTarget and NPC.GetEnemy return values as it causes unforeseen problems with existing mods
Updated particles_manifest to include ALL default shipped particles
Moved "mod_studio: MOVETYPE_FOLLOW with no model." warning to developer level 1
refactored out UnitLineAttackRangeSO.
more attack refactoring.
cleaned uo PlayerAreaView
attack defs.
more attack def/setup rework.
disabled attack symbols on unit cards.
All levels so far: independent crate spawners for loot rooms
Charger attack is now reduced by armour, increased dmg 3->4
biter now reduced by armour, dmg increased 4->5, hp increased 7->8
Interpolation clock tweaks
removing arrow from attack cursor
Slightly more conservative value