193,484 Commits over 4,079 Days - 1.98cph!

7 Years Ago
Backup
7 Years Ago
Added contract in/out animations (not implemented yet) added temp music (missing from other commit)
7 Years Ago
dandy
7 Years Ago
Hello darkness
7 Years Ago
dandelion
7 Years Ago
Removed interaction Ids from unlocks (can still be used to unlock, but not unlockable) Progression designer progress Deleted some old unlocks (rock smash, tree felling)
7 Years Ago
fox gloves
7 Years Ago
latest
7 Years Ago
automerge from groups should deal with objects having modifiers now
7 Years Ago
Added AI prefab Moved pause to gamemode
7 Years Ago
Merged
7 Years Ago
merge from main
7 Years Ago
Ai behaviour stuff
7 Years Ago
correct buffer size for Panel:GetText when using dynamic alloc
7 Years Ago
Cliff & rock prefabs have extra navmesh modifier component to make sure we're not trying to bake trim meshes Rebaked island01
7 Years Ago
More on AI behaviour
7 Years Ago
Might be able to get away with a single NetworkUser that can cover both human and AI (bot) players
7 Years Ago
Merged from main
7 Years Ago
▊▋▍▊▊▌
7 Years Ago
Fix reference to MaterialRequirements in Building editor Fix basic shack requiring 40 sticks
7 Years Ago
Fix items getting duplicated when getting picked up from a stockpile and put into a container Fix NRE on stockpile influence debug view
7 Years Ago
No compiler errors anymore, but still a bit of a mess
7 Years Ago
ScenarioDefinition ensures that all starting unlocks are present, via OnValidate Progression Designer basics
7 Years Ago
let's used ContainedBy instead of Container
7 Years Ago
Stonecutter AI which somehow dupes stones infinitely into the stockpile
7 Years Ago
Reinit hightlighter on hover
7 Years Ago
DispensableWrapper now has a spawn at unit position mode
7 Years Ago
Made objects scale in item preview (rough implementation), added first pass music controller
7 Years Ago
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.
7 Years Ago
5 seconds wait after chopping tree
7 Years Ago
Tree component adds all dispensed items + trunk to the fell-er's knowledge Take from dispenser also adds dispensed items directly to knowledge
7 Years Ago
Who needs fucking labels anyway
7 Years Ago
Building data
7 Years Ago
Data
7 Years Ago
Removed preview data from BaseEntitySettings & affected editors (building, item) Removed material requirements from Building system, whew
7 Years Ago
latest
7 Years Ago
quarry prefab ground collision
7 Years Ago
Updating instancing to be more editor friendly...
7 Years Ago
Added Mining skill Quarry bits
7 Years Ago
split up quarry collision
7 Years Ago
quarry collision
7 Years Ago
ResourceView.OnDispensed uses DispensableInfo.Quantity for material value
7 Years Ago
vm admire updates
7 Years Ago
vm admire source
7 Years Ago
Fixed quarry view having convex collider
7 Years Ago
Save
7 Years Ago
ResourceView updates material values in OnDispensed callback, if the dispensable is has UpdateMaterialValue set true
7 Years Ago
art
7 Years Ago
nospawns setup for quarry testing
7 Years Ago
ViewSpawner.OnValidate NRE fixes