224,213 Commits over 3,684 Days - 2.54cph!
Added Deref<T> to bindinggen
Deref marshaler dereferences native types
Working on vehicles, plus extra fixes for #defines
Removed misplaced event invoke in Items.Add
Actions.DropUnit will no longer fail and break if the unit isn't attached
CarryUnit also nulls the unit.ContainedBy property
Various cook/corpse related AI tweaks
Broke staff contracts into two different contracts
Can now lock staff types via entitlements
Fixed Actions.CarryUnit not properly removing the unit from its container, if applicable
Fire takes longer to light
More animal in group fixes
Lots of work on IsServer/IsClient checks. Tried to also reduce #if defines but without much luck.
More non-human unit fixes
Fixed various issues related to non-human units in the player's Group
Some work on vehicle actions
added some more animations from unreal, think that's all we'll need for now
script to help control various special fx / sounds on the chainsaw
Fixed crafting order creation doubling up from the count displayed in UI
Fixed Unit.items.OnDepositItemToContainer never being invoked
Fixed bad continue in SelectCraftedItemForStockpile
Fixed weapon rack missing a bunch of interactions
Fixed crafting orders being removed when they had no recipient
Added method to show friends invite overlay to Lobby class
Merge pull request #129 from dblstallion/master
Added method to show friends invite overlay to Lobby class
Fixed NRE in Unit.Crafting.RemoveOrder
Fixed bad loop in SelectCraftedItemForStockpile
Added new EntityRef struct for better saving of entity references with a fallback name field
trying to fix bear skin for females
added vertex colour to fire
Improved crafter stockpiling AI
Added new CraftingOrder.OrderStates value for AwaitingStockpile
Item persists CraftedBy ref, string fallback
trying to make bear item better
Fixed potential NRE in Keywords.CraftRecipient
Fixed potential NRE in CraftItemProcess.Progress getter
Crafters will now pick up items they've made if there is no recipient
Mostly got saving world state in the editor working
Fixed FChunkWriter::CopyToBuffer()
Crafting AI module includes item stockpiling goal plan
Item preview renders for a few things that were missing
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Crafting table interactions are all positional, except add building mats
MachineProcessActions durational, returns process.Progress
Crafting orders taken from stations are claimed (assign the crafter property)
Made all combat modules high priority
core kickback when shooting
Predicted versions of those buttons
campfire rocks have vertex colours
tweaked uv3 on heads for better facial hair capmask reexported playermodel
Added Condition.HasOpenCraftingOrders, Action.TakeCraftingOrdersFromStation
Fixed bug with AttemptLoadCallback
TakeFromDispenser.TakeOneItem mode writes to blackboard.item key
Actions.ConsumeItem has new blackboardItem mode, state shows progress properly
MachineProcess.CookCookable destroys corpse entities when they're consumed