19,298 Commits over 1,614 Days - 0.50cph!
Fixed wolf not being carryable
Game mode can override camera profile
TreeModelEditor for quicker setup
TreeModelEditor exposes search terms for mesh fields
Various Scenario Editor bits, removed game_scenes config file and related code
Scenario editor time controls, hour scrubber
TooltipElement NRE fix when parent screen has no tooltip widget
Changes to evaluation target things.
DecisionContext.GetEntity is now passed into the evaluation methods.
Consideration and Condition now take self and target instead of EvaluationTargets.
WIP changing all the considerations and conditions ever.
button to auto add collision and rigid body
More refucktoring of Conditions and Considerations (still not done)
Added BeforeAtmosphericScattering shader function
Updated water_edge_ASE shader to use BeforeAtmosphericScattering
Updated atmospheric scattering sampling code
Bunch of form generation work
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
new sea edge for island 01
Removed TutorialParameters, all tutorials are required to be completed before Objectives are activated
Various scenario bits
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
Forms text area support
Added some new DM profiler hooks
More converter improvements
The refucktoring continues
Fixed deleted objectives not being removed from UI
Fixed FormElement.AssetList not being assigned