17,530 Commits over 1,614 Days - 0.45cph!
Fixed modal window toggle inputs working when the console is open
Fixed Containers on Wearables not parenting objects to their respective wearable object
Added ItemSizes enum for categorization and ItemContainer restrictions
Updated all items
merge from UnitAttachments refactor to main
Tidy up of fields from old system of attachments
removed double sided as couldnt make shadows work with clipping point
Subtracting my earlier subtraction
Refactored away the AttachmentPointGroup other occupied points array, allows for editing data at runtime
Reverted AttachmentPointGroup cache array removal, but re-create array on demand in the editor if the size differs from the enum flags length (ew)
Various PlayerController cleanup, fixed a couple of issues causing duplicated or bogus commands
UnitViewUtility creates _world prefab from clothing objects
KnowledgeOverlayLabel cleanup
put world items in human fbx
Fixed world view prefab creation not nuking src
Generated human male clothing world prefabs
Fixed EntityViewUtility.SetupCollider not parenting box collider to the prefab
World views assigned for all clothing items which have them
EntityViewUtility.MakePrefab ensures that the TEntityView component is enabled
UnitViewUtility ensures prefabs have a Rigidbody
Fixed missing rb on human male view prefab
Added a 1 seccond wait to the construct interaction
Actually delete saves for new versions
Force deactivate progression UI on init
more male hair and beards
interaction positions for shonky hut
Is Carrying Required Tool no longer checks hand availability
Building AI improvements, still a little janky but the general idea is there.
AI logs now work without opening the debugger.
UnitAttachments has a debug panel.
Removed campfire from nospawns.
InteractionSettingsWrapper attachment point requirements WIP.
Untested removal of blocking from UnitAttachments.
Merging diplomacy branch into main
Refactored UnitGroupCondition to be not be unit specific (since any entity can have a group)
Added some conditions so units won't add fuel to another groups fire (they can still use another group's fire with a diplomatic penalty)
merge from interaction_hand_stuff to main
BehaviourChainFilter.EntitySources.UnitItems now includes items held in containers
female hair improvements(?)
Fixed both spears, hammer, stone club missing holster points