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when a new map rotation is picked by the server, it gets broadcast to all connected clients.
added "newmaps" server console cmd to force a new map rotation.
added Defines.MapCountPerRotation.
MatchMaking now configs GameSettings using a map from the rotation.
added MapRotation.GetRandomMapID()
DataBrowser and AssetMenu grouping functions for needs and unlocks
Reeds models/textures/materials/impostors
procmap reeds prefabs to replace temporary river prefabs
Cherry picked probex NRE fix from main
map rotation timer rework.
map rotation interval now specified in minutes not hours.
map rotation fixes.
version++
river reeds popuplation tweaks
Added UpgradeDefinitions to allow for easier handling of unlocking building upgrades through unlocks.
Added required food values to settlement levels.
Misc progression data.
Fixed it being impossible to level up a settlement if the level has no requirements.
individual clothes prefabs. Materials and lods
Removed some deprecated scripts
update to source vm paddle anims
added clean vm export script
Wooden cabins
Simplified coliders
Fixed wrong material on LODs
Added method to destroy the appropriate amount of food in Supplies to pay for levelling up until we make the AI for this.
It is now impossible to level up if you haven't met all your Settlement's needs.
Cleanup of old levelling up conditions.
Progress bar on settlement widget now shows stored food instead of conditions met.
Keys in mount.cfg are now marked as mounted ( for IsMounted() ), if they are in the list of mountable games
mountdepots.txt will now be automatically created if it doesn't exist so dedicated server owners can edit it
A bunch of cleanup/refactoring, and player label colour tints now work correctly
Fixed gang emblems not showing up as well
Increase label distance from 12 to 20
20 was a bit much. Decrease again to 15. +bugfix
Added "fast countdowns" option in the WiseGuysTools window, to speed up testing
Drop carried item on disconnect. Fixes glitching on reconnect.
fastCountdowns mode skips the welcome screen as well
Couple of bug fixes from testing
Had to change label colors to Color32
Added a threshold to when navmesh carve optimizations are applied to a building when carve optimization is enabled.
Generated new console commands for navmesh carve optimizations.
Navmesh carve optimizations are off by default.
Jobs no longer allocated by % per settlement, instead just bools in the Unit.Roles component
Various UI
plant pots plus pile variation, lods and materials (which also include rake and handsaw)
handsaw + plant pots meta
restored Build.cs functionality, updated to work with Unity 2018 syntax.