193,413 Commits over 4,079 Days - 1.98cph!
No compiler errors anymore, but still a bit of a mess
ScenarioDefinition ensures that all starting unlocks are present, via OnValidate
Progression Designer basics
let's used ContainedBy instead of Container
Stonecutter AI which somehow dupes stones infinitely into the stockpile
Reinit hightlighter on hover
DispensableWrapper now has a spawn at unit position mode
Made objects scale in item preview (rough implementation), added first pass music controller
Getting target for a behaviour now uses Blackboard.GetEntity (fixed reading from Stockpile key as target not working correctly).
Woodcutting AI now chooses the stockpile first.
Stonecutting AI WIP.
Sticks and stones no longer require a role to be deposited to their stockpiles.
5 seconds wait after chopping tree
Tree component adds all dispensed items + trunk to the fell-er's knowledge
Take from dispenser also adds dispensed items directly to knowledge
Who needs fucking labels anyway
Removed preview data from BaseEntitySettings & affected editors (building, item)
Removed material requirements from Building system, whew
quarry prefab ground collision
Updating instancing to be more editor friendly...
Added Mining skill
Quarry bits
split up quarry collision
ResourceView.OnDispensed uses DispensableInfo.Quantity for material value
Fixed quarry view having convex collider
ResourceView updates material values in OnDispensed callback, if the dispensable is has UpdateMaterialValue set true
nospawns setup for quarry testing
ViewSpawner.OnValidate NRE fixes
Improvements to woodcutting module
Renamed planting fail check to something more appropriate
Small sign placement fix
Building supplies loot box
Fixed HttpImage error handling (UI web images)
Fixed possibility of BaseNetworkable.NetworkDestroy being called twice
Fixed NRE in AmbienceLocalStings.PlaySting
Fixed UnauthorizedAccessException in writecfg
Fixed NRE in UIInventory.PlayCloseSound
Fixed server NRE in TransformChanged (probably)
Updated Facepunch.System (NRE fix)
changed default value of material
renamed animal corpse shader to vertex colour hide shader
added vertex colour hiding to foxgove assets