192,975 Commits over 4,049 Days - 1.99cph!
Moved some more stuff around.
Tutorial screens can use triggers, will only display once
Merged TribeActivityTrigger and TribeMemberActivityTrigger into PlayerGroupActivity trigger type
NRE fix in AIBehaviour.ClearSmartObjectSubscriptions
Fixed upgrade menu / highlight not working with lookatradius 0
Removed and converted some messages
added lower tricount and hat morphs for lod1 hairstyles. more work on hairstyle07
Encapsulating networkentity field
more instance/local game client reworking
Remvoed bad return in ItemActikon.OnItemActionCallback
Animation bool callback clear method cleanup
AIAction.State set to active in Run before invoking the template's RunImplementation. Action implementation can assume that the state is active (fixes ItemAction's animation bypass mode callback returning early)
Cleaned up behaviour smartObject subscription management
BuildingUnit is now a networkentity
BehaviourChain.Break cancels smartobject subscriptions after breaking behaviours (hopefully fixes OOE issue with AIBehaviour event callbacks)
AI actions run/tick/simtick impls return execution state instead of void (no longer call action.End or .Break from within the impls)
Renamed Behaviour to AIBehaviour to stop unity whining
Renamed Animation to UniAnimation, also due to whining
Fixed multiple activity notifications of the same type and from the same creator being suppressed (now optional on the def)
merge from compound branch
Removed detail layer from hoodie material
Subtract the subtract and use .updatePosition instead of toggling NMA enabled state
Added the missing return in GoToSmartObject from
16100
fixed longstanding AI NRE in certain situations
Fixed need defs editor not showing the fulfilment conditions
Fixed group needs not triggering
Tiding up some of the building networking code.
Another autoturret order tweak
Added missing return in GoToSmartObject.
Warping added to Navigation logs.
BigInfoText uses the new characters events
Character events work in progress
Fixed q=2 penumbra hard edge on spot lights
Fixed q=2 point light artifact when close to camera + penumbra size
Added a method to disable navigation and warp to a position.
Going to smart objects now warps to the interaction position and leaving them unwarps.
Fixed SuppliesConsideration and Condition not correctly getting the settlement.
GoToUnit action is a bit more lenient.
Coverage queries debug fix
Added and toggled builtin async gpu read path to occlusion culling (testing)
Fixed settlement housing and food needs missing their completion conditions
Another attempt and cleaning up animation bool change callbacks