198,653 Commits over 4,140 Days - 2.00cph!

7 Years Ago
extra sewer tunnel block Sewer Branch fresh dressing pass underground
7 Years Ago
progress backup
7 Years Ago
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
7 Years Ago
Added basic game starting criteria
7 Years Ago
Trigger stop call
7 Years Ago
tweaked dye materials to be slightly less shiny. more work on hairstyle 7, final and lods
7 Years Ago
Changed NetworkGameMode start/end triggers to ScriptableObjects per Bill F's suggestion
7 Years Ago
progress backup
7 Years Ago
offshore island progress
7 Years Ago
caged idle, downed ill, stir pot anims, not hooked up
7 Years Ago
progress backup
7 Years Ago
7 Years Ago
Minor fix
7 Years Ago
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.
7 Years Ago
Added comment
7 Years Ago
Fix for buildings with no units
7 Years Ago
More character event stuff
7 Years Ago
Fixed location event bugs
7 Years Ago
editor tweak
7 Years Ago
Events
7 Years Ago
progression designer label fix
7 Years Ago
Misc
7 Years Ago
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
7 Years Ago
Better gating of GPV/BC tick by state (should resolve NREs caused by breaking inactive GPVs)
7 Years Ago
Re added the notification stuff
7 Years Ago
OOE fix with agent force ticks
7 Years Ago
Force tick on a bunch combat goal plans
7 Years Ago
Agent forced tick is optionally slot-selective. Autonomous forced ticks from AI can now be controlled on the GoalPlan level.
7 Years Ago
Compile fix
7 Years Ago
Refactored player command cooldown
7 Years Ago
Targeting module now checks if we have a player commanded target
7 Years Ago
Settlement level requirements now work properly
7 Years Ago
Fixed some issues with entities not being properly removed from machines when picked up or destroyed
7 Years Ago
Fixed DestroySelf action not working
7 Years Ago
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
7 Years Ago
Base for new game mode
7 Years Ago
Added Settlement passive happiness gain (must have no active needs)
7 Years Ago
more
7 Years Ago
get rid of some TODOs
7 Years Ago
removed hit from the base layer (even though it wasnt being used)
7 Years Ago
more
7 Years Ago
...
7 Years Ago
Fixed path bug
7 Years Ago
Fixed AI debugger not cleaning up properly when closed AudioManager history no longer uses DateTime, clears on session reset
7 Years Ago
thunder sfx
7 Years Ago
progress backup
7 Years Ago
Map changes
7 Years Ago
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.
7 Years Ago
re-enabled testbox wolves
7 Years Ago
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