200,183 Commits over 4,140 Days - 2.01cph!
gas_station progress backup
Added DataAsset.LongDescription field
Crafting window content cleanup, required tool + building display
Added some null checks to machine processes to protect against bad entities being passed in
Fixed CorpseCooked activity named incorrectly in code, was throwing an exception after cooking meat
Enabled ItemAttachments component on stick item, was disabled and preventing cooking (still had data for meat and fish, so presumably was enabled at some point)
Minor shop commit, working on something else
Added a corpse data type to track corpse states
Fixed Unit not not ragdolling if dead on loading
Added a corpse debug panel
Better Load logic on corpse to replicate the state of the corpse on save, still some outstanding issues
Various refactoring to alleviate issues with items and ItemContainers. Still needs proper testing so this commit likely has bugs. Includes:
- Added differentiation between TAKING from ItemContainer and FINDING (getting info) in inventory.
- Fixed: ItemContainer's Find method was removing inventory items if the stack had to be split.
- Added protection for items containing more than maxAmount or less than 1.
- Fixed: Guns allowed items with 0 amount, where nothing else allowed below 1.
- New helper methods in ItemEx for consolidating items into stacks.
- New helper method in ItemEx for creating any amount of an item, respecting maxAmount and creating multiple if needed.
- Added warning in ItemManager if CreateItem is called with an amount > maxAmount, causing the amount to be clamped.
- Removed old methods in Item that did nothing or were unused.
Fixed corpse component not getting set to enabled on a load, this was breaking butcher interaction
Component list on entity debug panel now displays if a component is enabled or disabled
fixed anim glitch when cooking meat where it wouldnt return to to idle
Split off mesh tangent solver
Updated collisions on bear headress view
Temporary fix for recent combat errors
Generate roof collision / mesh for building
some combat cleanup, deleted now unused code/files
removed some duplication functionality across attack defs before starting new combat setup
wip new combat changes, deleted AttackGrabSO and merged with AttackBasicSO, started working towards component/action based attack setup
reorganised combat script folders
Agent routines exit early when unit is dead or disabled
Removed OnEnabled / OnDisabled in EntityComponent
moved the helper functions out of Attack into AttackUtils
Attack.Process() now returns a list of placeholder base CombatAction steps
Pause transition cleanup
ActivityNotificationElement layout fixes
Eliminated GC allocs from effect instantiates (IEffect.SetupEffect)
Eliminated GC allocs from effect weapon bone parenting (EffectParentToWeaponBone)
Eliminated GC allocs when switching resource stages (StagedResourceBreakEffect)
Eliminated ~300B of GC allocs whenever a randomized sound was played
Refactoring ability target modes so we can better control radial commands in any given context
part one of new CombatAction system for breaking attacks into separate swappable actions.
Broke old actions into seperate actions, Attack.Process now creates a list of CombatActions to be executed
Larger coastal player spawn areas
small backpack fbx/materials/textures/prefab etc
Better spawn handler density enforcement
WIP healer model
cleanup some unit skinning/ rig
adjust metalic map on shooter, burner, slasher
rerender icons
OSX/GLCore gamma-related darken fix candidate
Player command refactor, added pooling support and generally cleaned up
Radial menu support for nested commands (WIP)
Supermarket / Finished the lowpoly / Added broken glass
More improvements to progression system, looking pretty good now.
Added/tweaked some progression data.
Unlock Activity creation tweaks
Merge from Progression Rework
Added a callback for steamworks.RequestPlayerInfo that is fired when the info is received
Added high quality normal mode to material packing processor
Updated analysis tool