200,001 Commits over 4,140 Days - 2.01cph!
re-enabled opponent turn tile hover markers as a result of playtest feedback. reimplemented them using the new msg handler setup.
opponent tile hover stuff now also uses the new tile marker to make it more obvious
Extra LOD to switch to help with readability on low settings
Fixed bypasses at WTP
Fixed blocking fence gate at compound
Fixed upward bypass at trainyard main building
Fixed/Removed security door at airfield tower
Settlement level up popup UI ignores level 1
Settlement level popup only shows for the first settlement to reach that level
Added Group.Settlements convenience list
CraftingOrder holds progress (set by action or machine process)
Unit Crafting UI boilerplate
Removed a bunch of unused combat related Target Filters and Goal Plans
Removed TargetThreatConsideration
changed puzzles reset time to 30 minutes
Settlements now have a grid instead of using a spherecast.
Merge from monument_puzzles
Moved all claiming stuff to SettlementMorale
Updating settlement radius on the grid checks building finished status and also triggers on finishing a building
Hopefully fixed SettlementUtility.GetSettlementAtPosition
Large tooltip preview image support, various UI stuff
Game now matches updated serialization format.
Use grid position instead of distance checks to find settlement at position
Removed redundant territory checks when adding stuff to supplies
Fixed? crowd colours.
GameColorManager.Init now called by GIViewer before game created event is called, as order matters.
Fixed custom map URL not being sent to client right
Fixed some URL escape issues
Fixed world name being wrong in server console on custom maps
Fixed demos not working on custom maps
PuzzleReset NRE fix
card readers only accept cards of the same color rather than higher tier cards
keycards get 10 swipes before they become unusable
spas12 does 135 damage instead of 105
wip instant switching from squad editor to playing the squad on the correct map in practice mode
Added an inspector to AIMotor for debugging
Fixed internal custom map URL not being set from startup parameter on the server
Shifted food crate away from recycler at MT
Value element tooltips
Stat tooltip lists manipulations
Replaced JobConsideration with job scoring inside DSEParameters.
Goals which don't have enough workers get a bonus representing the number of required workers.
Fixed a blocker at Trainyard main building staircase
Added Unit stat tooltips, stat manipulation source strings and value display
Added support for conditional options form elements
Added UI scale option (currently limited to the game screen)
Bandit town scene progress
Dredge greybox
Expanded swamp water area
Added SettlementDesirability component with very basic Desirability calculation for now
This component replaces spawning strangers with SettlementDesirabilityEvents which are a type of GameEvent that can be triggered by a Settlement.
Added some test data.
Fix IsTargetDead check to account for player respawns.
Bandit town splat and topology update
Bandit town scene progress