199,439 Commits over 4,140 Days - 2.01cph!
CraftItemProcessSettings now has a list of valid items.
CraftableParameters no longer has a required building.
Hide GUI info text and timers when there's no local player
Assign character to networkuser correctly on connecting clients
Connection not required to set up new users, allowing for bots
New group coherence consideration
Added group coherence as a consideration on Breeding module
Fixed PregnancyInfo accessor not being assigned (now gets the info from data)
Filled in text templates for pregnancy notifications
Added a "make_pregnant" console command
Working on bot player stuff
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
Fixed babies being destroyed on birth if the mother was wearing a backpack (backpack now gets unequipped)
Reproduction save/load stuff
Can now skip the baby to child stage with a "complete_baby" console command or via the debug panel
About halfway done with the prison.
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
Apparently we can't just call SetConnection at the end. Moved it back to its old spot
removed missile test from scene
AI turns in career/practice modes can now be set to play at 2x speed, currently defaults to true. (no UI for it yet)
branched the hover bar scale test
reduced volume of turn start effect
audio mixer pitch changes with timescale
added fast foward button.
fast forward defaults to false.
Douglas fir progress / finished LOD0 / wind movement / photoscanned bark texture
moved fast forward button code to own script
FF button text flashes when active
Douglas fir / custom vertex normal / vertex AO
Shelves correctly destroyed if construction below no longer exists
Activity system refactoring: removed all string comparisons, added cached enum conversion for asset defs
More work on AI Behaviour
UI/UI highlight added to KitDefinitionSO
KillSummary persistence.
Some null checking of KillSummary elements.
Higher tribe cohesion will now increase the chance that a stranger will approach and ask to join the tribe