198,704 Commits over 4,140 Days - 2.00cph!
[D11] [UI] Map no longer fades out when HUD is disabled. Ignores parent alpha canvas'.
fix to get career mode starting again
More mod slot reworking.
Merge from main.
refactored out the slot type array ready to use the new Slots setup
fixed normals on fake nose and thick rimmed glasses, rebaked ice cream hat to bake topping directly on to icecream mesh, turned down ball launcher trophy ball glow, rebaked confetti cannon trophy normals
re-skinned and re-exported Matts updated mesh
Fixed errors when trying to return a generic view (group, etc) to the pool
Fixed the issue with the toolbar defaults
[D11] Fix for hanging on "Preload Assets" on second time into map from frontend. Arguably it should be using the bootstrap query like "IsBootstrapTaskComplete("Bootstrap_WarmupBundle_Init" but both the frontend and the bootstrap are on defines so to support them all properly would be kind of messy, as the older code paths are deprecated, it can be brought in line.
Fixed MachineRequirements.WriteToBlackboard returning true when it shouldnt
ran clean up tool on units
Only generate max of 1 type of each mod slot per unit.
Order mod slot appearance consistently across units.
Disable physics on trunks when they hit the ground
Added Tools/Clean Unit Prefabs
[D11] Tag some assets with "D11IgnoreTestAsset" to exclude from the manifest, and therefore from the warmup bundle, and from being loaded in the warmups. The assets are mostly copied from work on the tutorial branch, but the filtering logic is a bit simpler. Saves ~160MB off the warmup bundle.
[D11] [UI] Checkin of Death Marker prefab files.
Machine requirements fact can read process from blackboard when writing plans, filtering results for process-compatible targets
Fire lighting uses machine requirements fact
Fixed condition group editor rendering not displaying mode control properly
Fixed missing Profiler.EndSample in TeamUpdate
Fixed NREs when spawning non-game ready entities
Only warmup game ready assets in builds, everything in editor
[D11] [UI] Added death marker assets and set up to work in Map UI.
[D11] [UI] updated bootflow screen visuals (logo screen, autosave info, disclaimer)
Fixed NRE in BuildingRequirements fact setup due to OOE
[D11] [UI] Selected crafting icon now displays name of skin. Crafting queue icon navigation fix.
Merging bug fix. Seems to work.
Added behaviour count condition & consideration
Added ocean_patrol_path_iterations convar
Added timer / editor loading screen text to ocean patrol path generation
fixed player panel turn glow not resetting properly
Fixed tribe create ghosts
Building module priority fixes (people should gather more than one item at a time again).
StockpileRequirements finishing touches.
Stockpiling AI using StockpileRequirements fact.
[D11] Selected blueprint now switched to TMP additional elements added
update reflection probe area
update logo resolution
Fact provider settings types must implement ShouldInstall(Facts) method for auto-provider creation
Dispenser interaction wrappers can define an animation bool, used by SetInteractionAnimatorBool action
Added AvatarCustomisation.CreateRandomAvatarCustomisationGroup.
AI players equip random avatar customisations (including locked items).
[D11] strip some components only needed for client-side procgen, this means client prefab pre-processing is enabled. This is mostly just merged from the streaming branch, with any extra components founds suitable to strip. The prefab processing will change again when that branch is ready to merge back.
[D11][AUDIO] Next round of audio asset fixes and optimisations.
Dropping unneeded stuff AI stockpile filter no longer looking for Profession building category.
Interaction wrapper animator bool test
WaitForTree action rename to WaitForTargetDestruction to match class name change
Lazy bots now get ready properly for new rounds
Stone harvesting AI uses mine interaction