200,682 Commits over 4,171 Days - 2.00cph!
Fixed effects editor not loading
Play unit hover anims on board drop/impact
Inspector & building widget activation rules, callbacks and clenanup
Removed DropHeldItems action (functionality in DropItems)
Senses destroyed ent log/skip
Invoke registration changed event when cancelling all registrations for a unit.
KNF logging in SensesSystem.
Building debug now shows active builders.
Added game option to set unit healthbars always visible
Added DropItem blackboard entities mode
Added Unneeded Items fact provider
Secondary slot item management AI uses facts to drop items we dont need during combat
Fixed AIDesigner sidebar layout issues
Added BaseInput.ModelHovered event, which checks the unit colliders instead of tiles.
Unit hover anims now triggered on model hover.
Added game option to toggle unit hover anims.
Form generator should now create actual prefab instances (must be used with the prefab open in prefab mode)
Mouse hover unit anim improvements
BEF-594 People can continue dispensing if their tool breaks while doing it
Unit view importer fuckery
[D11] Fixed a bunch of missing D11_CONSOLE_PORT defines
[UI] [D11] Updated the map with gamepad navigation and added a virtual cursor
Unit react animations, updated animators
[D11] frontend/bootstrap integration WIP. Couple of small fixes.
[D11] [UI] fix for build error in last commit
[D11] Updated the keypad lock UI to the console version
updated the quick chat to be behind a D11 Console Port define to stop an error if it's taken out
Added right click option to tool material and model selectors to be able to copy the model and material paths.
Added icons to most right click menus in the spawnmenu
[D11][AUDIO] Removal of unused audio assets.
Clone portrait fixes
Wearable pool init safety
Added net message names to the "A net message is already started" message
Fix some addon entities not being targetable by the properties system
Removed leftover debug output from Remove property
Ignore building requirement sources that need to be player command flagged
Attempt at fixing standalone build impostor issue
[D11][AUDIO] Next round of audio fixes.
[D11] Added missing AssetBundle tags to a few scenes
Unit view setup/init cleanup, ragdoll logging
Finding item for crafting filters by none player command
[D11] Re-enabled opening Map screen - set to holding "Up" on dpad
Fixed crafting being impossible after an active crafter dies
Added UnitComponent.OnDeath method
Clear Unit.Ownership ownables on death (BEF-613: If your current crafter dies while using the station it's impossible for a new crafter to use the station)
Rebuilt all building prefabs to verify that the importer is not causing issues with placement (it isnt)
UnitSoundTypeDefinition now included in enum generator
Debug prefix fix
Fixed gang member dependency order
[D11] [UI] Removed debug exception from try/catch in PieMenuInfo.
[D11] Find/Join server now shows the server name
LOD generation for wearable world view prefabs
Fixed some issues with the building editor
[D11] Enabling new frontend/UI defines in Build.cs
added wearable importer LOD support
Blur toggler on fast forward button
[D11] Updating missing reference
[D11] [UI] re-added blur behind chat wheel and belt bar icons
[D11] Adding missing prefab from last update
[D11] [UI] Tweaked quick craft radial menu texture slightly to make ingredients band less opaque.
[D11] New in-game Options/Pause menu, with new button types