192,957 Commits over 4,049 Days - 1.99cph!
Added a new activity for when a baby grows up
Added a new activity for generic age changes eg. "PERSONNAME is now an Elder"
Added new {AGE} keyword (returns "child/adult/elder")
Sane dungeon LOD's part 1
Added spawn_stranger console command
Better notification for the player's units being attacked by hostiles.
Fixed conversation topics being sorted inversely
Exclude player zombie from NPC manager spawn options
Bot players can be added successfully, but have no AI yet
Units can now specify random available clothing for their children
Fixed damage overlays named incorrectly on child views
Added "make_adult" command to turn a child into an adult
Conversations component holds list of conversation targets (other units) instead of looping through group members and all other perceived humans
Stranger's desire to join player tribe doesn't drain momentum
Removed TribeMemberAttacked activity
Strangers spawn with random gear
Let's not notify every time a unit enters combat.
Fixed bad desire selector warning
Higher tribe cohesion will now increase the chance that a stranger will approach and ask to join the tribe
KillSummary persistence.
Some null checking of KillSummary elements.
UI/UI highlight added to KitDefinitionSO
More work on AI Behaviour
Activity system refactoring: removed all string comparisons, added cached enum conversion for asset defs
Shelves correctly destroyed if construction below no longer exists
Douglas fir / custom vertex normal / vertex AO
FF button text flashes when active
moved fast forward button code to own script
Douglas fir progress / finished LOD0 / wind movement / photoscanned bark texture
added fast foward button.
fast forward defaults to false.
audio mixer pitch changes with timescale
reduced volume of turn start effect
branched the hover bar scale test
AI turns in career/practice modes can now be set to play at 2x speed, currently defaults to true. (no UI for it yet)
removed missile test from scene
Apparently we can't just call SetConnection at the end. Moved it back to its old spot
Baby gender is now determined and cached at birth rather than randomised when the baby grows into a child
Added new {BABY_GENDER} keyword to access the cached gender
Updated birth notification text so that it displays the gender of the baby, not the gender of the mother
About halfway done with the prison.
Reproduction save/load stuff
Can now skip the baby to child stage with a "complete_baby" console command or via the debug panel
Fixed babies being destroyed on birth if the mother was wearing a backpack (backpack now gets unequipped)
Reproduction debug panel
Fixed OnDay callback in Reproduction not getting hooked up when loading a game mid-pregnancy
Fixed notification text on birth
Can now complete a pregnancy with a console command "complete_pregnancy" or via the debug panel