17,530 Commits over 1,614 Days - 0.45cph!
Addon data for medium and large hut and basic shelter
Inspecting a building also selects it.
Potential addon positioning fix.
shader cuttoff support wip
Ripped out "action hint" stuff from building status UI elements, to be replaced with new widgets
Food doesn't rot in containers
Fixed BehaviourChain.Tick using all its budget to tick the active behaviour more than once per frame
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
Stop people from doing woodcutting stuff if they are carrying a unit.
Settlements no longer level up, ported functionality to GroupProgression
House tab refreshing fixes
ActivityTypeDefinition OnValidate fixes SeverityLevel being invalid
Fixed ActivityTypeDefinitionEditor NRE
Bed addons assigned to unlocks so that they can actually be used
No buildings require settlement for placement
CandidateEntityFilter.EntitySources.Settlement and CandidateEntityFilter.UnitSources.SettlementInhabitants fallback to group sources
Compile fix
Fixes for building placement without settlement restrictions
Nixed settlement info widget and inspector
Building widget standalone again, no longer part of settlement inspector
Build added to commands widget
BehaviourChain continuous tick
Force deactivate inspection widget if TabManager.Assign fails
Fixed inspection tabs activation order causing layout issues
Added layout hack to House tab
Added event to addon slots when we set an addon.
Realised we just need to refresh the UI element in OnEnable.
Added Upgrade and addon slot filled states
Fixed BEF-700
Addon/upgrade preview image colors
Fixed no build radius displaying for all buildings (should respect flag in data)
Dont show existing addon in choices
HasFlagBuildingAddonTypes usage
Building.AddAddon create using proper pos/rot initially
Placement logic improvements, blockers moved to BuildingView
Exterior slot list shows exterior slots
Fixed missing Buildings layer in placement layer mask
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
SeverityLevels replaces IconColor in ActivityData, piped through from Effects and Needs
I lied, this is the last fix (for now)
Foliage debug
Fixed bad building blocker radius
Building placement improvements
Foliage displacement debug, pooling cleanup
Placeholder back buttons on addons and upgrades lists
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
Hooked up upgrade buttons to open a list of upgrades for that upgrade type.
Show preview meshes when mousing over addon and upgrade buttons.
Hold left shift to keep spawning stuff in debug
Fixed building addons not setting pos/rot correctly