200,314 Commits over 4,140 Days - 2.02cph!
Spawn underwater rock formations
hiding cash info while in the squad editor to see the unit count
Fixed world space UI canvas being hidden after quicksave
Fixed settlement indicator/status UI elements not having color reset properly
AI improvements at Compound.
UI value element separated tint options for label and value text components
Fixed activity widget colors
A couple more tweaks to AI.
Underwater vegetation tweaks
Reset _genericCommand in PlayerController to avoid weird commands with null fields
fixed scientist sentry guns being destroyable
fixed compound vending machines only selling tshirts after a load
Deleted old Seek Out Attacker GoalPlan
added chill area to compound
added additional vending machine
flare cost reduced (less gp from recycle)
adjusting building supplies cost
Changed the way the crafting queue limit works (correctly handles half stacks in the queue etc)
More underwater rock formations / static driftwood / tweaked underwater create spawners around rock formations
Fixed bad vitals display in UnitInfoWidget
Activity timeouts (defaulted all types to 10 seconds)
Activity expiration uses condition groups
Activity tooltip text
When people leave the player's tribe they will join another if there are any available
extra sentry gun
chillzone updated
barbed wire update
plugins rebuild
building supplies vending machine updated
added lowgrade to resource VM
Added Eums.HasFlagEntityType non alloc impl of Enum.HasFlag for the EntityTypes enum
Fixed target filtering so that people can find hints and other entities with no SmartObject
More efficient prevent movement volumes
Untagged pointlight on hobobarrel_AlwaysOn
Scene2Prefab compound
Compound chll area dressing / added overgrowth to empty areas
hostile warning when drawing weapons
Don't show items that aren't flagged game valid in crafting window
Don't show building upgrades or addons that aren't flagged game valid in respective UIs
Activity and Needs have separate notification and tooltip text fields
GroupNeeds can apply effects to the whole group or inhabitants of a settlement
Fufilment of a Group Need will now give the group a happiness boost relative to how quickly it was fulfilled
Fixed units that have left the tribe being marked as player controlled
Networking issue: Remove KotH serialization for testing.
added diving gear to square crates
updated scuba underwater crates with better loot
Networking issue: More testing
fixed items missing hostile score
Networking issue: More testing again