201,974 Commits over 4,171 Days - 2.02cph!
Tree component adds all dispensed items + trunk to the fell-er's knowledge
Take from dispenser also adds dispensed items directly to knowledge
5 seconds wait after chopping tree
Getting target for a behaviour now uses Blackboard.GetEntity (fixed reading from Stockpile key as target not working correctly).
Woodcutting AI now chooses the stockpile first.
Stonecutting AI WIP.
Sticks and stones no longer require a role to be deposited to their stockpiles.
Made objects scale in item preview (rough implementation), added first pass music controller
DispensableWrapper now has a spawn at unit position mode
Reinit hightlighter on hover
Stonecutter AI which somehow dupes stones infinitely into the stockpile
let's used ContainedBy instead of Container
ScenarioDefinition ensures that all starting unlocks are present, via OnValidate
Progression Designer basics
No compiler errors anymore, but still a bit of a mess
Fix items getting duplicated when getting picked up from a stockpile and put into a container
Fix NRE on stockpile influence debug view
Fix reference to MaterialRequirements in Building editor
Fix basic shack requiring 40 sticks
Might be able to get away with a single NetworkUser that can cover both human and AI (bot) players
Cliff & rock prefabs have extra navmesh modifier component to make sure we're not trying to bake trim meshes
Rebaked island01
correct buffer size for Panel:GetText when using dynamic alloc
Added AI prefab
Moved pause to gamemode
automerge from groups should deal with objects having modifiers now
Removed interaction Ids from unlocks (can still be used to unlock, but not unlockable)
Progression designer progress
Deleted some old unlocks (rock smash, tree felling)
Added contract in/out animations (not implemented yet) added temp music (missing from other commit)
AI can catch player, resets position for now
Zoomable progression designer & AI designer
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Fixed node resizing in progression designer
_ColorLerp in shader (should be between 0 and 1)
fixed incorrect spinner wheel gibs material path import
random number feeding into colour lerp value
Upkeep timer is saved / loaded (restores purchased upkeep time when restarting server, makes very little difference though)
Upkeep also scales with decay.scale convar (easier testing)
removed random spaces I left behind
night fog elimination via climate settings
Optimized TAA fast path in PostProcessLayer.OnPreCull