193,090 Commits over 4,049 Days - 1.99cph!
Fixed ActiveRole not getting updated after disabling a role
Fixed role widget not updating correctly after clearing a unit's role
Added cook module to cook role
Typo fix
Fixed active role field not being set properly on a load, also fixes role UI not being correct after load
Fixed activity notifications on low severity lingering forever
fucked off the map object blink shit
Moved emissive material logic to the item script, picking up and dropping items work, needs cleanup
https://www.youtube.com/watch?v=2g76DUy7jKY
StackOverflowException fix for certain massive bases on certain hardware under certain circumstances
subtracted TC loot change incase of hotfix
Activity Generation on Goal Failure WIP
TC no longer drops any loot when destroyed (test)
Fixed building completion activity being generated twice
More behaviour AI
Monument navmesh work.
Agent+DecisionMaking cleanup
Removed obsolete UnitFailuresWidget
added ProtoCol.CareerVersion, serialize it into new career file saves
Debug mode for testing Game Z mode a bit more easily + fix for character map object animator warnings + prison island on testmnap_smaller
Debug mode allows time for multi clients to connect when testing, and spawns straight to map instead of from the plane.
career market serialization
more career proto/serialization
more career mode serialization
updated cliff02 collision to stop units feet going underground
added flowers back to spawn population
Fixed failure notifications for possessions
More reliable method of prioritising target item (needs cleanup), items not in line of sight can't be selected
Possessions component initial implementation
Fixed Activity notifications not working properly
More work on AI behaviour.
Fixed various diplomatic event/activity data
Tuned AO down a bit
Activity creation logged, editor prefs exposure
wip career mode serialization.
added protobuffer defs for CareerUnit, CareerTeam, Finance, CashTransaction
Ported diplomatic events stuff out of Activity and into new DiplomaticEvents static
Only log "no building for tool cupboard" with developer >= 1
Action.CraftItem now records who the item was craft for in the activity data it generates
Added ActivityData.CraftedFor, and keyword
Activity defs can specify a list of conditions and or triggers that will cause related notifications to expire, notifications UI handles evaluation
Fixed NRE in decay panel
Fixed sticks coming from a sapling not getting a view prefab data assigned and failing to be picked up (TreeParameters now has a ViewPrefabData that gets assigned to trunk view)
Added a Chop Trunks into Logs plan to woodcutter module