192,988 Commits over 4,049 Days - 1.99cph!
career mode squad editor NRE fixes.
can now press TAB to switch between current and previous career mode tabs.
All doors, wall frame inserts, ceiling frame inserts and barricades require upkeep (test, numbers all preliminary)
Any entity can add upkeep using the upkeep prefab attribute component
next player fixture gets cleared after it's played (before the next week is started).
career mode squad editor loads into the correct map for the upcoming match.
Fixed deployables not decaying
WIP kit color and color distance stuff
Fixtures generator now assigns map ids to player fixtures.
CareerController passes map id to career matches.
Smoothed out query for AI dormant agency
more squad editor career integration.
added mapID to LeagueFixture/protobuf, serialize it.
started integrating squad editor into career mode
career welcome screen now only shows when creating a new career, not after loading.
CareerController now auto hides career UI root before loading/creating a career and shows it again after.
Advance button now correctly reflects saved week step after loading a career.
renamed nickname headers in UI
compile fix for outside_range_dist on client
Merge in the latest from Main
Working on a PersistentPlayer system that's separate from NetworkUser, with the intention of later being able to support AI bot players.
Added an IgnoreEmptyDispensers option to target filters
Switched the cook module filters back to first candidate mode and made them ignore empty dispensers
fixed furnace skinning
emissionToggle NRE fix
Harvesting roles AI for harvesting tribe desired items WIP
Switched a few cooking dispenser filters to all candidate mode, needs to evaluate multiple dispensers because the first dispenser could be empty
Possessions now stores a list of current possessions
Added actions/abilities and conditions for adding/removing and querying the current possessions
Item Management will no longer drop items that are in the possessions list
Changed EmissionToggle to use material prop block
tem and unit name list regex fix
unit and team name databases only init'd when crating a new career save.
unit nicknames now picked from a text file.
added unit nicknames list of 1600 male/female nicknames, formatted it.
added UnitNicknames which reads unit nicknames from a text file and can return a randomised list of X nicknames
Team name list now read from a text file.
BehaviourChainFilters now have a CandidateMode allowing them to select the first valid candidate instead of filtering all candidates of the same entity ID.
Testing this in Crafting and Cooking modules.
match outcome unit lists now shows unit nicknames instead of unit types
market list prefabs/code updated to have unit nicknames
Disabled DeployableDecay.ShouldDecay outside check when upkeep is enabled (not required)
unit nickname column added to unit headers / team unit list prefab / code
Barricades can be repaired
Barricades can be repaired
Removed upkeep cost from deployables again (accidental commit)
Some fixes to goal failure activity.
Being unable to craft now generates the correct activity.
renamed unit name to unit type in unit list prefabs and code
Reverted decay.tick default value to 10 minutes (accidental commit)
Upkeep is now paid for in the individual entity decay ticks (code simplification + cleanup)
Building blocks that are inside now decay at 10% of their normal decay rate (upkeep_inside_decay_scale convar)
Foundations now decay at the same rate as other building blocks when their upkeep is not paid
Eliminated server side GC allocs from upkeep system
Goal Failure activity is now tracked by the Goal rather than the Agent.
Added a timer after which we repeat the activity if it is still ocurring.
added KitDatabase.
removed UnitView team colour properties.
Blue.Kit and Orange.Kit set to previous team colours, used for teams as normal.
Old team colour function now calls new kit application function.