193,637 Commits over 4,079 Days - 1.98cph!
OnDirtyEvent for held items
Missed saving a couple of files in the previous commit
HeldItem stuff. Not sure this is a good implementation here, but it works.
TribeConfig in GameConfig now has a list of TribeNamePair that is used for generating tribe names - each pair is a name (eg. Sun, Spear) and an appropriate icon
Can still override either name or icon from the TribeSpawners by specifying a name or icon (if unset the tribe will be spawned with random)
TribeCreate now picks a random name /icon on start (not hardcoded to tribe of the beard anymore)
File candidates for nature tweaks.
Humans now have AI for dropping undesired items.
Fixed pause menu options menu prefab being out of sync with the main menu options (had old layout settings, audio settings widgets were appearing incorrectly)
map no longer needs a map item
map item uncraftable
F key toggles lights on car
renamed AI module groups to "packs"
workbench 2 & 3
crafting speed bonuses
hide quickcraft items if not at workbench
+use on workbench opens crafting window
Sound option widget uses slider
ConditionSettingsWrapperDrawer improvements
working on checkpoint effects
Isolated clothing changes
Removed some redundant Messenger code
Various character refactoring
tons more Cmd/Messenger/Network refactoring.
more logging stuff.
fixed (?) GameLogger file violation errors, caused by bad init order
Missing selector and tidy up of movement management
workbench restrictions
workbench UI notifications
workbenches
blueprint work
Fixed player controlled movement speeds
Added blue noise to penumbra shadow filter
Increased penumbra shadow noise
Twaked grass shadow intensity filter
DSE on validate ensures that selector conditions always have a desires result of true
Moved selector assets to conditions folder (fixes them not showing in data browser)
AI designer nodes show selectors with labels
Work on lot editing and placement system.
Supermarket texture fixes
Debris now respawns better
AI Module groups can now specify which unit class they're default on.
Also Reorderable list of modules.
Each unit should now have the right movement management AI.
Lots of Cmd and handling changes
Fixed rust/std terrain-blend shadergui merge shenanigans
Temporarily subtracting BoneFollower changes
Cherry picked vertex alpha blend type changes from snow_biome_revamp
Only twig foundation and floor building blocks can bypass building privilege
Tweaked barricade placement sockets, prevent building volumes and damage volumes
Reduced barricade collision mesh scale (hack until the models are updated)
Moved floating wrench on workbench 1
Terrain texture stuff wip.
dirtied all the things with DSEs
Removed old lot and frontage
Fixing pivots on workbenches 1-2-3