223,945 Commits over 3,684 Days - 2.53cph!
Smoothed out query for AI dormant agency
more squad editor career integration.
added mapID to LeagueFixture/protobuf, serialize it.
Rename SetAnimationSequence to PlayAnimation
TTT: fix Poltergeist recharge resetting when dropped
Fix bug allowing players to bypass recharge if they drop the weapon and pick it back up.
SkeletalMeshEntity.AddAnimation helper func
Removed all C++ runtime asset cache shit
Use managed skeletal mesh and animation loaders
started integrating squad editor into career mode
Support skeletal mesh section visibility and material by section name
Balance tweaks
More staff stuff and fixes
Can now build while a ship is travelling
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
Update readme with some new stuff
fixed furnace skinning
emissionToggle NRE fix
Add support for indexers (fixes #46)
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
Main menu camera is more centred on the leaderboard
Improved leaderboard field alignments
Current player's entries in leaderboards are highlighted again
Leaderboard selection now moves with easing
Changed how the current player's entries are highlighted
Leaderboard entries now ease
Leaderboards now centre back on the local player's entry when focus is lost
tem and unit name list regex fix
Limit size of auto generated physics asset bodies
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.
Create convex collision from dominant bones
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.