199,298 Commits over 4,140 Days - 2.01cph!
Moved some default interaction fields used for data validation out of BuildingSettings/ItemSettings and into game config
Implemented Builder component and added all the AI to make it work.
Reverted EAC hashtool to previous version
moved PlayPlayerFixture logic out of career controller and into the CARunPlayerMatch action
tweaked hair colours and thickened out style 2, tried out multiple normal map variations on skinhairtest and added latest
Updated EAC hashtool to latest version
LineRendererActivate is IClientComponent
Fixes and tweaks to building item management.
merge from registering items for buildings
Working on glorious ItemContainer simplifying revolution. A few compiler errors remaining here
Removed BuildingActionDesire.
Hopefully fixed people often owning more than one house.
Deleting SelectBestBuildDesire
Turned off Evaluate single entity per type on Find Item for Blackboard stockpile (closest log after placing a log on stockpile was the item we just placed, which is already in a container and invalid so the filter would fail)
Removed ICharacterInventory entirely. Can now simply use an IContainer
Added an "Ignore Items in Containers" bool to target filter
Find item for Blackboard Stockpile now ignores items in containers so that the 15 possible items are no longer all items in the stockpile we're trying to fill
Fixed Birth activity not auto expiring (it had no expiry conditions, so it persisted forever)
Added some checks in OnValidate to detect activities that generate notifications that don't auto expire and have no expiry conditions
Added an expire time field for critical severity notifications (defaulted to 15, used to be -1)
New OnValidate checks picked up Death activity as never expiring, marked it as auto expire/critical severity
General stuff. Fix trade tables and item transfer being broken
Fixed vehicle wreckage bugs
Player ragdoll conversion
Fixed player ragdoll "MakeStatic", which hadn't actually been firing
Removed character ref from welfare.
more WIP career UI, fixed buy button
Brute force fix for TB-related skin hair layer seams
Monument Navmesh's bake layer in MT had reset. Put Transparent layer (fences) back on.
building fbx (breaks stuff) fix soon
changed name of mud to ground on bulidings
removed "grass crafting" unlock from buildings so units can upgrade the roof
wip career modal basic setup
More work on imposter shader and tools (wip)
Added foliage billboard shader
Fixed foliage material inspector property copy-paste; extended to derived shaders
Removed unused assets
Improved Scientist gun reloading behaviour.
Entity view creation/update now sets appropriate layers for all transforms, including anything named "ground"
Updated ALL view prefabs with correct layers (was previously set at runtime)
Building prefab layers update
Improved Building AI to attempt to eliminate some situations in which people get stuck building.
InteractionPosition now just keeps a list of all blockers instead of doing the box check.
more career modal UI stack shit
added buttons to market/team view unit panels
added unit clicked career UI event
clicking a unit in roster or market pushes a modal panel for detailed unit view, clicking off removes it
career modal UI screens can now be set as cancellable or not
let's not lock woodcutter and stonecutter
placeholder unit detail view modal UI
escape or right mouse button now close cancellable modal windows.
added CareerDefines.ValuePerMark, added it to unit value calc.