198,618 Commits over 4,140 Days - 2.00cph!
extended pipes toward the silos slightly
worked out road layout
underground cleanup
Added road blocks without pavement, 3 wip new blocks
Limited laggy ass rotation
Furthest foliage cell is correctly forced to lowest LOD
Foliage batching cells are as big as the old grass cells
Enforce caching of the mesh from procedural foliage placement in the main thread
Desires UI reset properly
Fixed Desires component not being flagged as initialized properly
Fixed Desires not being reset when they're taken from the pool
Fixed some issues with desires UI not showing the "best" desires
Mesh building optimizations
Fixed human description string sometimes being blank
Added ConvarControlledSpawnPopulation
Automatically populate SpawnHandler with ConvarControlledSpawnPopulation
Added npcname.population convars
Indicator tweaks, data save
Various machine related cleanup, indicator progress exposure, ItemOutput uses Queue
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Initial greybox pass on the rocket factory area
Let's not let PooledList GetEnd() ever reach an ArgumentOutOfRange exception.
Let's try to have units' sleep interrupted if they are cold.
Fixed ExecuteConstructBuildingCommand removing items from the list it was iterating.
Update plant skin parameters after instantiating the skin (pooling)
Minor fix in WorldSpaceGrid.GridToWorldCoords
fixed some clipping problems on some of the viewmodels when ironsighting
Forgot to remove a couple of timers
Cops now know about wanted criminals. Watch out!
Info bar in the wanted UI
Wanted system partly working
Added a framework for wanted system
- Added UI indicating when you're considered to be committing a crime in progress. UI in but not functional for police wanted state as well.
- Moved some more stuff behind SERVER tags
Fixed BringDispenserItemToBuilding not filtering by unit's carried items
Fixed effects ending early due to missing active action chain valid check
Fixed non-durational effects not working properly due to bad reset of Effect.TickDuration
Fixed NRE in IsRequiredForBlackboardCraftDesire condition
Refactored VicinityEffect component and usage in other components (machine, building)
Adding icons for police wanted system
fix for viewmodel clipping when FOV is changed
Crafting AI rework WIP
Added Condition consideration for boolean bonuses etc
Disabled Human/Item Gathering AI module while we port functionality to context specific modules
FOR FUCK SAKE tweak AO / space tile texture
Added Temple.Tile SO and renamed Temple_Tile top child to be called Top as required
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