198,617 Commits over 4,140 Days - 2.00cph!
Switched my singleton classes back to my old system of sub-methods - the WiseGuys-style virtual method override system was too risky in terms of requiring the user to know they had to call base.Method.
added basic divesite
scuba gear spawns in tool crates
protocol++
Fixes roles assignment UI not showing unit rows
added wip hairstyle 06 and updated dyesets
Reverting change to ECS tick
Senses tweak GetSurroundingEntitiesFromGrid buffers results before testing their perception (easier to debug)
compound interactables only one user
added single user option for deployables (safezone recyclers etc)
auto turrets only hit their desired target (anti grief)
players no longer block autoturret line of sight (anti grief)
removed shitty break condition.
GetNearestPlayerUnit checks for dead and disabled flags.
break condition on Approach Player Units Goal plan
TargetIsWithinAggroRange overload fixes
Settlement indicator foldout from icon on click
Fixed settlement creation name input taking non alphanumeric characters and breaking the UI when you tried to use emojis
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Fixed people not dropping other units when reviving them
More UI modal state cleanup
Progression window cleanup
Fixed shitty ping pong behaviour in Human-Cook AI module
More progress on interest points for patrolling scientists.
adding late What's new screenshot...
tweaked what's new text color (shouldn't triggger the glow value)
changed screenshot compression
fixed global chat cuttoff text
fixed /tweaked various UI stuff
Revert event serialization in generic spawner.
Fixed NRE when people eat meat (item had null stat type def in its consumable data, added validation and a warning for this)
Research UI improvements
added safe zone to compound
Fixed settlement food need not triggering
Activity notifications can specify whether they should be dismissed on click
Activity descriptions, data
Increased AO sample count to Medium
Activity types can now define a notification expiry time (got rid of auto expiry toggle)
Added NavMeshAgent.updateRotation to debug panel
Fixed some activity types not being picked up by the notifications UI widget
Fixed editor-only compile error
Moved triggers, cleaned up a bunch of conditions
Update ambient occlusion effect to AO2/GTAO
merged release branch fixes back to main
Building manager now caches at game load rather than level load. Needs testing.
quick play map view fix for standalone builds
Started working on look at points for scientists.
Add a graphical gizmo (thanks Bill Lowe) to scientist spawn point, so that it is easier to set up the orientation of the spawn point.
added placeholder title screenshots to what's new headers
merged career creation hang bug fix back from release testing branch
fix for career creation hang
Secondary slot emotes should no longer happen if primary is already emoting