19,298 Commits over 1,614 Days - 0.50cph!
tryign to make branch shelter work
you can pick branches from trees
BuildingEditor uses AssetMenu for selection, misc other bits
Small hut requires some stone again, pending asset update
BuildingView preview mesh creation improvements (supports buildings without construction mapping data)
More preview mesh simplification
Removing unused fields in upgrade data, removed pelt upgrade from t1 shelter
Nvmesh obstacle pool in unit manager parents gameobjects to a container
Unit portrait manager tweaks, better lighting
latest shelter, breaks things untill next checkin
Fixed entity view creation reseting asset scale
back to not working in the expected way
turned on building view component
small t2 wooden hut actually works \o/
reduced item count on the shelter
Removed bear combat idle sound event
Added debug panel animation control thing
Fixed potential NRE in SelectableIndicatorWidget
made building shelter rocks more rocky
gathering anims bools should toogle correctly now
trying to make pickup variants but will settle for faster pickup for now
Gathering AI plan is enabled for DM again, not sure why it was disabled but we're going to find out ;x
Fixed Before/UI Mask, now with more UI-ness
Updated ASE to v0.4.1
Gathering action chain order fixes
AssetMenu and AssetListDrawer both allow for creation of new assets of the given type via a popup editor window
Removed NestedEditor attribute and drawer, AssetMenu replaces usage
Building addons boilerplate
Renamed BuildingTypeDefinition to BuldingCategoryDefinition
Added BuildingTypes enum
Renamed EnumsArrays to Enums (static value array cache)
Removed mood snapshots from the blending config (for now)
Various editor improvements
Fixed some nulled building category definition refs
snapshot system simplification.
changed value to Construction
Building decay material hookups, addons stuff