198,653 Commits over 4,140 Days - 2.00cph!
extra sewer tunnel block
Sewer Branch fresh dressing pass underground
Added Definition.GameValid array
Unit info widget has a role assignment row built in
Disabled roles UI widget at top of screen, added button to open this window to the menu in the top right
Added basic game starting criteria
tweaked dye materials to be slightly less shiny. more work on hairstyle 7, final and lods
Changed NetworkGameMode start/end triggers to ScriptableObjects per Bill F's suggestion
caged idle, downed ill, stir pot anims, not hooked up
Merge in my branch. Lots of changes around the place, but the main addition that's noticeable is that NetworkGameMode implementations can utilise four new virtual character location-based methods: OnCharacterBuildingUnitEnter, OnCharacterBuildingUnitExit, OnCharacterSellZoneEnter, OnCharacterSellZoneExit.
Fix for buildings with no units
More character event stuff
Fixed location event bugs
progression designer label fix
Scenario unlocks are now in added in addition to all unlocks flagged as Starting Unlock
Progression designer no longer shows scenario choice dropdown, displays unlock content in nodes
Better gating of GPV/BC tick by state (should resolve NREs caused by breaking inactive GPVs)
Re added the notification stuff
OOE fix with agent force ticks
Force tick on a bunch combat goal plans
Agent forced tick is optionally slot-selective. Autonomous forced ticks from AI can now be controlled on the GoalPlan level.
Refactored player command cooldown
Targeting module now checks if we have a player commanded target
Settlement level requirements now work properly
Fixed some issues with entities not being properly removed from machines when picked up or destroyed
Fixed DestroySelf action not working
Generic prompt UI is singleton, no longer held by UIManager
Added progression paths. Player picks a path via UI prompt when a settlement reaches level 3. Unlock definitions can be gated by path
Fixed PlayerGroupActivity not working
Added Settlement passive happiness gain (must have no active needs)
removed hit from the base layer (even though it wasnt being used)
Fixed AI debugger not cleaning up properly when closed
AudioManager history no longer uses DateTime, clears on session reset
Following combat target now picks a destination at the desired range instead of directly setting the destination at target and relying on the action to do the rest.
re-enabled testbox wolves
Fixed SuppliesCondition not working in Need fulfilment evaluation
Settlement levels can have conditions
Effects editor has refresh & create buttons
Settlement leavers create their own group, Unit.Group is no longer null