193,326 Commits over 4,079 Days - 1.97cph!
Refactoring ability target modes so we can better control radial commands in any given context
Eliminated ~300B of GC allocs whenever a randomized sound was played
Eliminated GC allocs from effect instantiates (IEffect.SetupEffect)
Eliminated GC allocs from effect weapon bone parenting (EffectParentToWeaponBone)
Eliminated GC allocs when switching resource stages (StagedResourceBreakEffect)
Pause transition cleanup
ActivityNotificationElement layout fixes
moved the helper functions out of Attack into AttackUtils
Attack.Process() now returns a list of placeholder base CombatAction steps
Agent routines exit early when unit is dead or disabled
Removed OnEnabled / OnDisabled in EntityComponent
reorganised combat script folders
wip new combat changes, deleted AttackGrabSO and merged with AttackBasicSO, started working towards component/action based attack setup
removed some duplication functionality across attack defs before starting new combat setup
some combat cleanup, deleted now unused code/files
Generate roof collision / mesh for building
Temporary fix for recent combat errors
Updated collisions on bear headress view
Split off mesh tangent solver
fixed anim glitch when cooking meat where it wouldnt return to to idle
Component list on entity debug panel now displays if a component is enabled or disabled
Fixed corpse component not getting set to enabled on a load, this was breaking butcher interaction
Various refactoring to alleviate issues with items and ItemContainers. Still needs proper testing so this commit likely has bugs. Includes:
- Added differentiation between TAKING from ItemContainer and FINDING (getting info) in inventory.
- Fixed: ItemContainer's Find method was removing inventory items if the stack had to be split.
- Added protection for items containing more than maxAmount or less than 1.
- Fixed: Guns allowed items with 0 amount, where nothing else allowed below 1.
- New helper methods in ItemEx for consolidating items into stacks.
- New helper method in ItemEx for creating any amount of an item, respecting maxAmount and creating multiple if needed.
- Added warning in ItemManager if CreateItem is called with an amount > maxAmount, causing the amount to be clamped.
- Removed old methods in Item that did nothing or were unused.
Added a corpse data type to track corpse states
Fixed Unit not not ragdolling if dead on loading
Added a corpse debug panel
Better Load logic on corpse to replicate the state of the corpse on save, still some outstanding issues
Minor shop commit, working on something else
Added some null checks to machine processes to protect against bad entities being passed in
Fixed CorpseCooked activity named incorrectly in code, was throwing an exception after cooking meat
Enabled ItemAttachments component on stick item, was disabled and preventing cooking (still had data for meat and fish, so presumably was enabled at some point)
Added DataAsset.LongDescription field
Crafting window content cleanup, required tool + building display
gas_station progress backup
Crafting at building fixes
Items without views defined will be flagged invalid for game use
OSX query crash fix candidate
EAC SDK update (fixes macOS startup issue)
Use query fallback only on osx, if not a dev + testing mode
Pie menu, basically functional
Unlock commands for each type (buildings, items, ai, all)
Unlock cheat no longer unlocks non-player buildable things (e.g animal dens) and anything not flagged as game valid. Also ignores group progression locks
Added `unlock_all` console command to unlock all items and buildings
More building related target filter improvements
Reworked TargetFilter.FindBuildingToGatherFor DSE (same group, influence in bonuses, not base score)
collision on the rest of the crafting buildings
Fixed UnitPathWidget NRE
Updated crafting table prefabs