200,008 Commits over 4,140 Days - 2.01cph!
Depositing to basket building is now positional.
Edited max builders to match the number of positions.
linux 32-bit srcds almost sort of works
Considerations with a response of > 0 for a score of 0 will now return true if they score 0
Various fixes to JobConsideration
Update GoalPlan score after setting GoalMomentum to avoid plans from the same Goal interrupting each other.
Savas offshore junpiles and dive sites
progress backup puzzle logic powerplant
progress backup puzzle logic airfield
progress backup puzzle logic trainyard
progress backup puzzle logic WTP
progress backup puzzle logic MT
Generated list equality methods
Clicking to cycle through notifications no longer dismisses them regardless of their settings
UIWidget and UIElement now both inherit a base animatable UI object type, which merges support for Tweener/LeanTwean and animator w/ state callback behaviours
progress backup puzzle logic LS
Fix UI tooltips block raycasts
Struct IEquatable method implementation refactored.
Fix for practice mode not applying the correct matc definition
Work on security door logic wrt NPCs.
B key no longer opens building panel if the settlement info widget isn't active
CraftableParameters supports null role.
Hand Axe and Spear don't require a role to craft for now.
Craftable params editor tweaks, various notification UI stuff
Fixed job dropdown not allowing null
Added NavMesh Link logic to Door and the trigger box used by NPCs.
AddDelta method implemented
items for shaman, hunter and farmer
added AND circuit
added splitter
code cleanup
splitter fixes
missing files
GetDelta method implemented
Job defs on some goals, more UI fixes
timer bugfix
pressbutton now saves press length
Fixed equipment icons hiding themselves after hover (UI animated element refactor regression)
Generating List Read and Write Methods
compile fixes for #if SERVER
Bandit town scene progress
Added sandbag/metal sheet cover checkpoints near entrances to the town
Added hanging lanters to illuminate the area at night
Optimized fog particles
Added forest topology around the swamp
Various other additions
More work on Doors and NavMeshLink.
Tweaks to scientist spawners at Lab.
Powerplant, WTP, Trainyard logic pass
Improved respawn handling of Scientist Spawner.
Tweaked respawn rates for lab scientist spawners.