224,727 Commits over 3,714 Days - 2.52cph!
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)
automerge from groups should deal with objects having modifiers now
Planet handler is now on every stage
Added AI prefab
Moved pause to gamemode
correct buffer size for Panel:GetText when using dynamic alloc
Cliff & rock prefabs have extra navmesh modifier component to make sure we're not trying to bake trim meshes
Rebaked island01
Might be able to get away with a single NetworkUser that can cover both human and AI (bot) players
Fix reference to MaterialRequirements in Building editor
Fix basic shack requiring 40 sticks
Added simple console, moved some cheats to console commands
Fix items getting duplicated when getting picked up from a stockpile and put into a container
Fix NRE on stockpile influence debug view
No compiler errors anymore, but still a bit of a mess
ScenarioDefinition ensures that all starting unlocks are present, via OnValidate
Progression Designer basics
let's used ContainedBy instead of Container
Stonecutter AI which somehow dupes stones infinitely into the stockpile
Don't store grenade/tripmine ammo in weapon instance
Reinit hightlighter on hover
DispensableWrapper now has a spawn at unit position mode
Made objects scale in item preview (rough implementation), added first pass music controller
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.
Double jumping, momentum
Jetpack test
5 seconds wait after chopping tree
Tree component adds all dispensed items + trunk to the fell-er's knowledge
Take from dispenser also adds dispensed items directly to knowledge
Who needs fucking labels anyway
Removed preview data from BaseEntitySettings & affected editors (building, item)
Removed material requirements from Building system, whew
quarry prefab ground collision
Updating instancing to be more editor friendly...
Added Mining skill
Quarry bits
split up quarry collision
ResourceView.OnDispensed uses DispensableInfo.Quantity for material value
Fixed quarry view having convex collider
ResourceView updates material values in OnDispensed callback, if the dispensable is has UpdateMaterialValue set true
HUD Fixes
Platform should orphan children PlatformClient's when destroying
Glow effect is now applied to the options menu
Leaderboard items are now anchored from the top
Options pages can now have different widths
Fixed leaderboard entries overflowing vertically
nospawns setup for quarry testing