193,553 Commits over 4,079 Days - 1.98cph!
Added waiting UI overlay when skipping to morning
Made sure all view prefabs have highlighter and biome object components, updated utility to add these to all newly created view prefabs
flashlight viewmodel / worldmodel prefabs and sounds
Fixed PersistedCraftItemProcess persistence
Fixed skip to morning getting stuck at 100 timescale...
Timer ex, tests
more ui tweak, adding missing material
Door frame decor / moved pivot up by 1m
merge upkeep notify into main
protocol++
increased miner hat light size
added notifications on hud for building decay
Merging in PersistentPerson branch
Crafting stations are now a Machine with a MachineProcess.
Separate AI Goal for crafting at building.
Fixed potential bad handling of writing components to Blackboard.
Added "FogDarknessDistance" to climate
Fog darkening test for diogo
Subtracting
24560 because it looks like ass
Don't actually need INetworkedUser now that I decided to recombine the human and AI user classes back into a single NetworkUser. Just reference the class
Reduced max dispensed items for all trees and the quarry
exposed MaxAutoDispensedItems in dispenser editor
crafting table has slot transforms
Fixed node graph editors eating events when they shouldn't (fixes sidebar scroll)
Fixed auto dispense being insane
All trees auto dispense and replenish sticks
Quarrys auto dispense small rocks
item vertex colours blackness
Fixed broken renderer construction mappings for all 4 wooden huts & upgrades
MachineProcessSettingsEditor now adds interactions to the list and not machine processes
Data save, removed old field + migration code
nospawns spawner isn't underground
MachineProcess settings holds a list of interactions, validation migrates old data
MachineParameters.OnValidate no longer adds null interactions to the SmartObject
Standardised periodical dispensable changes (auto-dispense, replenishment)
Added missing "add interaction" button in SmartObject editor
Fixed roof conditional models in various scenarios
Fixed ResourceView fucking up all the materials ever
Time controls blocked when skipping to morning
Fixed lastAttackedTime / lastDealtDamageTime serialization on BaseEntity (no longer saved on prefab / visible in inspector)
Fixed entity bounds on high external stone gate (RUST-1772)