200,306 Commits over 4,140 Days - 2.02cph!
fixed equipping items from containers
added keys for all fingers and thumbs on frames 0 7 10 15 22 25 and 30 for animation human_craft_at_table
Machine no longer implements IContainer, instead MachineProcess owns an instance of Container
Added ContainerParameters class for configuration of generic entity containers, used by Stockpile, ItemContainer and MachineProcess
Added GameOverReason value to UI when the game is er... over
updating team logo stuff (still not working but not breaking anything ~)
tweak career UI (scroll view speed etc)
Simplified Container's attachment point system, log error when we couldnt find an attachment point for an entity
Fixed Container not being initialized by Stockpile or ItemContainer
Fixed container attachment points array being empty
Moved editor shader globals update to WorldManager
Fixed consume from cooked corpse playing eat anim before picking up meat
Should no longer be possible for buildings to have more registered items than required.
Various progression data changes.
Fixed Ordered Item selector.
More flexible Scientist spawns.
Missed one distance to sqr distance convertion
Slight improvement to scientist reload on spawn
Cars run at the right speed again, but with some physics issues. Going to tweak things.
Shield orientation stuff.
Target healthbars visible at a proper distance.
Committing jittery vehicles without smoothing, before I write a new smoothing solution that'll interpolate nicely between ticks
Spellcasting bool for weapons.
Flagged the staves.
Metabolism spell test.
Manifest.
New smooth interpolation system for client vehicles, regardless of client tick rate. Some minor issues remaining.
Scene spawns & some tweaks.
Variable interpolation clock now handles a long wait between ticks, as well as simple latency
Didn't mean to change tick rate
update logo stuff and career UI
TOD long/lat is in Newport
Excluded a bunch of prefabs from being navmesh considered.
Building construction logging added to debug window.
Fixed UIElement.enabled being set before the state tweener had finished
Fixed UIElement.Hide without animation not disabling the component
Redid the crafting category widgets so that the damn click sound doesn't play at 100db every single time you run the game.
Added Conditions.CanMountVehicle
Added Conditions.IsInVehicle
Fixed Ability.MountVehicle ability showing up in the radial for everything
Ability.MountVehicle now marked developer only
Collaborations code formatting / cleanup
Re-enabled collaborations navmesh agent update toggles
Container defines its own MaxEntities value, uses attachment point count when container is set to use them