192,967 Commits over 4,049 Days - 1.99cph!
Fixed activity UI hiding itself
Networking issue: Trying a framerate limit
Networking issue: KotH map blank
Zombie groans return. All character types can now have custom prefabs if they like
Continuing to improve AI for Compound. Searching for lost targets and tightening up some lose ends.
Networking issue: More testing again
fixed items missing hostile score
Networking issue: More testing
added diving gear to square crates
updated scuba underwater crates with better loot
Networking issue: Remove KotH serialization for testing.
Fixed units that have left the tribe being marked as player controlled
Don't show items that aren't flagged game valid in crafting window
Don't show building upgrades or addons that aren't flagged game valid in respective UIs
Activity and Needs have separate notification and tooltip text fields
GroupNeeds can apply effects to the whole group or inhabitants of a settlement
Fufilment of a Group Need will now give the group a happiness boost relative to how quickly it was fulfilled
hostile warning when drawing weapons
Compound chll area dressing / added overgrowth to empty areas
More efficient prevent movement volumes
Untagged pointlight on hobobarrel_AlwaysOn
Scene2Prefab compound
Fixed target filtering so that people can find hints and other entities with no SmartObject
Added Eums.HasFlagEntityType non alloc impl of Enum.HasFlag for the EntityTypes enum
extra sentry gun
chillzone updated
barbed wire update
plugins rebuild
building supplies vending machine updated
added lowgrade to resource VM
When people leave the player's tribe they will join another if there are any available
Fixed bad vitals display in UnitInfoWidget
Activity timeouts (defaulted all types to 10 seconds)
Activity expiration uses condition groups
Activity tooltip text
More underwater rock formations / static driftwood / tweaked underwater create spawners around rock formations
Changed the way the crafting queue limit works (correctly handles half stacks in the queue etc)
adjusting building supplies cost
added chill area to compound
added additional vending machine
flare cost reduced (less gp from recycle)
Deleted old Seek Out Attacker GoalPlan
fixed scientist sentry guns being destroyable
fixed compound vending machines only selling tshirts after a load
Reset _genericCommand in PlayerController to avoid weird commands with null fields
Underwater vegetation tweaks
A couple more tweaks to AI.
Fixed activity widget colors
UI value element separated tint options for label and value text components