200,006 Commits over 4,140 Days - 2.01cph!
File organization
Scene stuff
Renames
Scenario start month + hour updates season and TOD cycle time on change
FormGenerator stores AssemblyQualifiedName of the type we're generating for
Form input field content/line type support
Building privilege is emitted by all building blocks that are connected to a tool cupboard
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Improvements to serialization.
* DColorCombo's palette will update the DColorMixer's color + DColorCombo's margins consistent between tabs
* DNumberScratch.OnValueChanged will no longer have nil value as first argument in some cases
* Added DPropertySheet.GetItems + DPropertySheet.SetupCloseButton margin unfuck
new sea edge for island 01
Building ID save / load happens in DecayEntity instead of BuildingBlock
Removed TutorialParameters, all tutorials are required to be completed before Objectives are activated
Various scenario bits
Item receive mission tasks that use specific item instances tasks now don't complete until the item it actually removed from the container it's in. Also made ItemContainer OnDirty include a reference to the container itself.
Filled in some missing data to make bear headress wearable/craftable
Made deer and bear headwear unlock definitions (unlock advanced leatherworking and inspect a bear/deer)
Building upgrades can be unlocked via the unlock system (set the required unlock in the upgrade parameters on the building), if no unlock is assigned the upgrade will be available
Added grass crafting unlock: Inspect grass to unlock grass upgrades for buildings and the grass bed
Locked pelt upgrades for buildings behind the basic leatherwork unlock
Using IContainer instead of ItemContainer for some events. Helps with UnifiedInventory. Working on something for transfer item task.
tree redux pt1 - falling trees
explosions damage trees
radiusdamage calls OnAttacked instead of Hurt
protocol++
Removing new TransferSpecificItemTaskInstance code, it's not gonna work out.
optim texture
wip environment
fixed ghost shader/decals sorting issue
Workbench can no longer be locked (bug fix)
Added explicit specular control to hair shader
Fixed hair motion vectors
Fixed temporal-aa related hair ghosting in player preview
merged from main, more tutorial
Double check that we have valid heightmap meta before running async terrain mesh generation.
Forms text area support
Added some new DM profiler hooks