repobeforecancel

19,298 Commits over 1,614 Days - 0.50cph!

6 Years Ago
Enum gen
6 Years Ago
Skill level data validation, editor bits
6 Years Ago
Skill levels, related cleanup
6 Years Ago
Wants Basic Equipment activity expires when all possessions requirements are met. Activity notifications update when any of the collated activities have their conditions met instead of waiting for all of them. Logging for weird cast error that happened once in ItemAction.
6 Years Ago
Edge scrolling speed scaling with distance.
6 Years Ago
Remove bleeding effect when revived. Fixed NRE when commanding the same interaction more than once.
6 Years Ago
Editor fixes
6 Years Ago
Never skip active module scoring so units don't randomly switch tasks
6 Years Ago
Merge from main
6 Years Ago
Add some checks back that we probably need
6 Years Ago
Bring some changes over from tick_freq
6 Years Ago
Fix PooledList race condition and a duplicate key exception when telling a unit to build
6 Years Ago
Fix sometimes not finding the item to remove in the known entity list
6 Years Ago
Removing some role icon stuff from the UI
6 Years Ago
Remove Knowledge.SortEntityData
6 Years Ago
Tick some more AI modules a bit slower
6 Years Ago
Tick agent ECS every frame with no budget
6 Years Ago
Fixed entity filtering not filtering by flag correctly
6 Years Ago
Nuked wood and food gathering jobs, replaced refs with gathering job Added hunting, farming and healing jobs
6 Years Ago
Added replace asset reference support
6 Years Ago
Fixed effect added activity getting collated even if the effects are different
6 Years Ago
Removed roles, replacing various checks for role with job or skill level checks Jobs can be unlocked
6 Years Ago
hopefully fixed other people's effects showing on the selected unit
6 Years Ago
Hide building slots (i think)
6 Years Ago
Prefab
6 Years Ago
Crafting order NRE fix
6 Years Ago
Increased tick rate, decreased frequency of some modules
6 Years Ago
Merge from main
6 Years Ago
Experiment with ticking AI modules at different rates
6 Years Ago
Made join request activity be created by the player's group instead of the joining unit so that it shows up in notifications.
6 Years Ago
Tweaks
6 Years Ago
Added new overlay crafting icons for all crafting stations, visible when the player has a single unit selected Some UI utility stuff for positioning elements that hold an entity reference, using the UIElementPositioning class
6 Years Ago
Fixed animals not waking up
6 Years Ago
null check in GoToSmartObject
6 Years Ago
testing + and - buttons on crafting widget directly assigning and removing orders. removed superfluous adding of order to list that was causing the orders to exist twice.
6 Years Ago
Null check in CraftingOrderElement. Tree should assign the player commanded status to the trunk now.
6 Years Ago
updated script to remove colliders from lods
6 Years Ago
Actual fix to triggers that aren't linked to effects.
6 Years Ago
Dispensables now have a min and max starting quantity. Stick piles start with 1-4 sticks
6 Years Ago
Unified various popup windows so that they're consistently tied to the notification feed GameEventManager has removal buffer, fixes IOEs when playing event that end instantly
6 Years Ago
in OnPreprocessModel set importer.importVisibility = false
6 Years Ago
enabled hidden meshes
6 Years Ago
stickpile has max sticks 5 & starting quanity 3
6 Years Ago
Removed a smaller allocation PooledList was doing that isn't relevant anymore
6 Years Ago
Added Settlement Has Enough Housing need
6 Years Ago
Make PooledList<T> use FP.System's pooling so it wont allocate as much
6 Years Ago
Workaround for triggers never getting triggered if they aren't used by any effects
6 Years Ago
Spit cost upped to 20 sticks so constructing it is vaguely some sort of achievement
6 Years Ago
Editor NRE fix
6 Years Ago
Added back housing need but reworded to indicate that it's optional. Moved it to level 2.