19,298 Commits over 1,614 Days - 0.50cph!
Removed DynamicDecals, replaced with basic impl based on amplify stuff (WIP)
Fixed potential NRE in UnitStatusUtility.GetHostility
Added AI for raids that attempt to steal your food instead of attacking you.
Raids now have a duration.
Raids target a Settlement.
Units raiding you are now considered hostile.
Various Conditions and Selectors related to Settlements and Raids.
Game events can limit max concurrent instances
Game events defs can override ShouldEnd method (returns true by default so events will end on the first tick)
Selected building + inspection widget
Various UI
building upgrade icons (placeholder)
Settlement level up now only shows you unlocks that are unlocked by levelling up the settlement
UI cleanup, removed a bunch of old widgets and refactored selected unit widget class
Fixed testbox_nospawns spawning
Moved BaseScale to Aging component.
made it actually be applied to units.
made rats smaller.
Disabled cooking on stick AI for now
Various UI
made dead peoples eyes larger so you can see them
TimedButton fix
Role selection popup confirmation closes on accept
Fix UIListElement not showing
Fixed NRE when quitting to menu
TimeButton invokes after time, doesnt require mouse up
Removed extra role assignment confirmation
Various UI
Fixed potential NRE in Roles.OnPrimaryGoalPlanCompleted callback
Fixed clicking a unit while you have more than one unit selected not selecting just that one unit.
Removed Sleep In Building Goal Plan
If settlement leader leaves or dies show the UI.
Set Leader rank on the settlement leader (this should prevent them from leaving)
Fixed massive GC spike caused by SettlementInfoWidget.Assign being called every frame
Default PlayerCamera.HasFocus to true (should fix initial focus bug on steam build)
UI widget state event fixes, (fixed overlapping building widget)
Added TimedButton component, for click & hold buttons
InCombat flag early exit on UnitIsBeingAttacked condition
IsBeingAttackedBy now returns false if the attacker is dead, disabled or sleeping
added navmeshpath status to debugpanel navigation
Grass Roof as default upgrade on huts
Fixed buggy building status indicator UI
Fixed building UI and settlement inspector overlap
Removed homeless overlay icons (will show up as an effect)
Fixed a bug in BaseAnimatedUIObject.Hide and Show methods that meant some UI elements not being properly reset
Fixed Settlement.HasRequiredLevel
UI bits
Fucked off static AI events
Testing tree and bush impostors
We now calculate a cap modifier that's the total of all the active needs to ensure that needs act as a mood penalty.
Various fixes to needs stuff.
Compile fix + stat manipulators for settlement needs.
UI bits
StatManipulator pooling
Let's make the mood drain negative...
Implemented Need mood drain as a stat manipulator with a maximum amount of possible drain instead of infinite drain. Currently only working for individual Unit Needs.