19,298 Commits over 1,614 Days - 0.50cph!
fixed game being paused upon restart
UI refresh now happens at session end
fixed issue causing TerritoryLocationSelector to have a null grid.
Command no longer uses PooledList
Command pooling clarification
Fixed bad ThirdPersonCamera profile asset/assignment
Added "survive winter" objective to the default scenario
Disable highlighting renderer with UI
Fixed tooltip lingering when player entered fog of war
Fixed GameUI missing primary tooltip reference (and in turn fixes an NRE in RadialMenuWidget)
Fixed movement controls occasionally blocking deselection
Player controller clears and properly resets command pools (needs refactoring, feels like a mess)
Goats are no longer heavy as fuck to carry
Added BaseEntity.GetTypeString, override to return a nice player-friendly taxonomic phrase (wot it is, wat it do)
Auto push to public branch on steam
Fixed potential NRE in playerController
Fixed tabbed window view buttons not being clickable
fixed single unit building commands
Put craft button back on the game UI
Fire related AI requires gatherer role
Player controller multi-unit attack fix
multi unit interactions work again
Fixed highlighting shaders
Wearable NRE fix
fixed finding best unit for interaction
WearableObject decay setup
null check in PlayerController cursor thing
Fixed player controller not changing cursor when multiple units are selected
Tooltip fixes
interaction mouse cursor for multiple selection WIP
fixed personality persistence
Fixed unit path display NRE after restarting a session
Fixed tooltip not always filling secondary label text
Fixed selected unit indicators not being properly cleaned up between sessions
Fixed potential duplicate key and NRE in TerritoryLocationSelector, added error log when territory map is null
Fixxd tutorial widget not showing completion animation or displaying the next task
Jenkinsfile b11
renamed female damage renderer (needs to be have damage in the name, was called human_female_overlay)
Raid positions are now checked to ensure they can reach the player's camp - prevents spawning raids inside cliffs
Don't calculate lag locations (used for party movement) if we're not in a party
Added a rock spawner near the starting area on Island_01 so the first building is easier to make
Fixed smartobjects initialising their interactions before their interaction positions (caused the interaction to not init successfully, made buildings impossible to interact with)
Moved all player controller interactions evaluation to MouseOver (still somewhat WIP, expect bugs with multi-unit commands)
Properly removed interaction position data from all trees
Reverted wolf aggression back to 2 (was 2 before raid changes, ambient pre-existing wolves are too aggressive on island_01)
Added a Raiding effect that gets applied to units to increase aggression during raids
SmartObject wont create positions unless they are actually required by interactions
Added random ranges for time between raids
Added a starting delay for raids (set to 24h, so raids start on the second night)
Added a button to launch a raid immediately in the diplomacy inspector
Probably fixed TribeTrackerWidget not being reset between sessions
Fixed human damage overlay getting value of 1 which made everything look shit apparently
NRE fix in CameraOcclusion
fixed single-unit commands with multiple units selected
fixed GPV not being player instigated at the time of evaluating injectors
Updates interaction wrapper editor drawers to display role override field
Added InteractionPlan.GetRole which checks wrapper for override, update various usage
Roles.OnPrimaryGPVChanged callback enables role properly if applicable
Added InteractionSettingsWrapper.RoleOverride field, for future use
Unit.Roles now listens for specifically primary behaviour changes to determine active role
Misc DM/PlayerController cleanup
All player commands now clear player created desires (testing)