19,298 Commits over 1,614 Days - 0.50cph!
UnitGroupSupportsCollections NRE check
Fixed units not being destroyed on death when no corpse item template is defined
decay should now display visually
Fixed AI decision log not working after playmode changes
Null construction state in ConstructionOnMinuteCallback when we're done eating
Fixed NRE when adding an upgrade
BuildingConstructionState.IsActive used instead of nulling to prevent animaton issues
Fixed Building.AddBuilder checking the wrong state...
Added IsActive checks to ConstructionState null checks
Various corpse data, editor util
BaseEntity persists parent references
Building upgrade persistence WIP
Buildign upgrade persistence now seems to work
Entity component data copy editor util
Fixed hints videos not playing when you page through the UI
fix for accidental debug change in building shader where I limited the construction value to 10 instead of 255
another building shader bug fix, this time to stop the next item appearing before its time
Fixed NRE in DebugTools spawning
reexported buildings with a blender version that fixed the bug with vertex colours stretching issue
Fixed various issues with corpse creation, cleaning up related code.
Fixed people not knowing that others have died
Fixed error in UnitPortraitManager when player has an animal selected in the editor
Safety in SensesComponentSystem.UnitCanPerceive
Fixed carcass items not having dispenser components, error check in Corpse.Setup
Editor component listing cleanup, option to hide "empty" components. No longer show foldout for component without any exposed data
Better use of material property block in HumanView, hair shader no longer animations for portrait clone
VisualFX Start/Stop sounds
Fixed human hair color not updating properly
Added BuildingCategory filtering to BehaviourChain params
Deleted a few inverse stat considerations, replaced wrapper usage with invert flag of the regular consideration
Fixed VisualFX start/stop sounds looping
Rewrote IsDesiredEntity condition to use newer desires API
Unit.Items.IsHolding also checks whether the items blocks the hands (big items are attached to shoulders, chest points etc, but were not considered "held")
DropUndesiredItem works properly
Added IsTool condition
Desires.IsDesiredItem type param is nullable
Fixed ItemFilterSet.IsTool not actually doing anything
don't destroy on load the debug tools object
fixed some bug with gitching walk
Goal plan desire creation
Better asset grouping in AssetMenu dropdowns
Fixed Butcher interaction
Deleted cooked meat item
Data for some consumables, corpses
AssetMenu fixes for grouping and null choice
AI modules categories data
Item can override PhysicalParameters from data (corpses)
BaseEntity can override description and icon from data
Fixed bad interactions on deer corpse
Added CanWear,Item ItemIsWorn Conditions
AssetList grouping to be consistent with AssetMenu
Clean up asset menu and asset list labels