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17,530 Commits over 1,614 Days - 0.45cph!

7 Years Ago
Addon data for medium and large hut and basic shelter
7 Years Ago
small hut addon data
7 Years Ago
Inspecting a building also selects it. Potential addon positioning fix.
7 Years Ago
shader tidy
7 Years Ago
shader cuttoff support wip
7 Years Ago
Ripped out "action hint" stuff from building status UI elements, to be replaced with new widgets
7 Years Ago
Food doesn't rot in containers
7 Years Ago
More
7 Years Ago
Ticking cleanup
7 Years Ago
Fixed BehaviourChain.Tick using all its budget to tick the active behaviour more than once per frame
7 Years Ago
Data, UI prefabs
7 Years Ago
Buildings can require a specific group level Buildings can specify another building that they can be upgraded to Various tutorials, tasks and objectives cleanup and re-enabling
7 Years Ago
Stop people from doing woodcutting stuff if they are carrying a unit.
7 Years Ago
Need def editor NRE fix
7 Years Ago
Settlements no longer level up, ported functionality to GroupProgression
7 Years Ago
House tab refreshing fixes
7 Years Ago
ActivityTypeDefinition OnValidate fixes SeverityLevel being invalid
7 Years Ago
Fixed ActivityTypeDefinitionEditor NRE
7 Years Ago
Bed addons assigned to unlocks so that they can actually be used
7 Years Ago
No buildings require settlement for placement
7 Years Ago
CandidateEntityFilter.EntitySources.Settlement and CandidateEntityFilter.UnitSources.SettlementInhabitants fallback to group sources Compile fix
7 Years Ago
Fixes for building placement without settlement restrictions
7 Years Ago
Nixed settlement info widget and inspector Building widget standalone again, no longer part of settlement inspector Build added to commands widget
7 Years Ago
BehaviourChain continuous tick
7 Years Ago
Force deactivate inspection widget if TabManager.Assign fails
7 Years Ago
Fixed inspection tabs activation order causing layout issues
7 Years Ago
Added layout hack to House tab
7 Years Ago
Added event to addon slots when we set an addon. Realised we just need to refresh the UI element in OnEnable.
7 Years Ago
Added Upgrade and addon slot filled states Fixed BEF-700
7 Years Ago
Addon/upgrade preview image colors
7 Years Ago
Fixed no build radius displaying for all buildings (should respect flag in data) Dont show existing addon in choices
7 Years Ago
HasFlagBuildingAddonTypes usage
7 Years Ago
Building.AddAddon create using proper pos/rot initially
7 Years Ago
Placement logic improvements, blockers moved to BuildingView
7 Years Ago
Exterior slot list shows exterior slots
7 Years Ago
Fixed missing Buildings layer in placement layer mask
7 Years Ago
UI bits
7 Years Ago
Added Enums.HasFlagBuildingAddonTypes to avoid GC Fixed pink addon previews (dont use the combined mesh we generate for building placement outline meshes, just use a view instead) Hooked up occupied addon slot and upgrade previews, reworked layout a bit Reduced conversation widget scale
7 Years Ago
SeverityLevels replaces IconColor in ActivityData, piped through from Effects and Needs
7 Years Ago
I lied, this is the last fix (for now)
7 Years Ago
Last placement vis fix
7 Years Ago
Foliage debug Fixed bad building blocker radius
7 Years Ago
Building placement improvements Foliage displacement debug, pooling cleanup
7 Years Ago
save
7 Years Ago
NRE fix
7 Years Ago
Placeholder back buttons on addons and upgrades lists
7 Years Ago
Show completed building view during placement (retain combined preview mesh as overlay for placement state/validity) No longer pause the game during building placement Building bounds now uses a sphere check, radius of all buildings is displayed during placement Fixed missing campfire VisualFX def Make sure entity views get parented to hierarchy containers in editor
7 Years Ago
Hooked up upgrade buttons to open a list of upgrades for that upgrade type. Show preview meshes when mousing over addon and upgrade buttons.
7 Years Ago
Hold left shift to keep spawning stuff in debug
7 Years Ago
Fixed building addons not setting pos/rot correctly