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

8 Years Ago
Removed "In Starting Pool" bool from BuildingSettings & ItemsSettings
8 Years Ago
Moved camera fx and Effects to after the lerp in weather transition
8 Years Ago
Removed old auto anim bools for shoulder carrying
8 Years Ago
Fixed bad super speed button tween
8 Years Ago
Crafting stations basics
8 Years Ago
Data save
8 Years Ago
crafting table collision
8 Years Ago
Fixed UnitPathWidget NRE Updated crafting table prefabs
8 Years Ago
collision on the rest of the crafting buildings
8 Years Ago
Reworked TargetFilter.FindBuildingToGatherFor DSE (same group, influence in bonuses, not base score)
8 Years Ago
More building related target filter improvements
8 Years Ago
Added `unlock_all` console command to unlock all items and buildings
8 Years Ago
Unlock cheat no longer unlocks non-player buildable things (e.g animal dens) and anything not flagged as game valid. Also ignores group progression locks
8 Years Ago
Unlock commands for each type (buildings, items, ai, all)
8 Years Ago
Compile fix
8 Years Ago
Items without views defined will be flagged invalid for game use
8 Years Ago
Crafting at building fixes
8 Years Ago
Fixed duplicate unlocks
8 Years Ago
Added DataAsset.LongDescription field Crafting window content cleanup, required tool + building display
8 Years Ago
Added some null checks to machine processes to protect against bad entities being passed in Fixed CorpseCooked activity named incorrectly in code, was throwing an exception after cooking meat Enabled ItemAttachments component on stick item, was disabled and preventing cooking (still had data for meat and fish, so presumably was enabled at some point)
8 Years Ago
Added a corpse data type to track corpse states Fixed Unit not not ragdolling if dead on loading Added a corpse debug panel Better Load logic on corpse to replicate the state of the corpse on save, still some outstanding issues
8 Years Ago
Fixed corpse component not getting set to enabled on a load, this was breaking butcher interaction
8 Years Ago
Component list on entity debug panel now displays if a component is enabled or disabled
8 Years Ago
fixed anim glitch when cooking meat where it wouldnt return to to idle
8 Years Ago
Updated collisions on bear headress view
8 Years Ago
Agent routines exit early when unit is dead or disabled Removed OnEnabled / OnDisabled in EntityComponent
8 Years Ago
Pause transition cleanup ActivityNotificationElement layout fixes
8 Years Ago
Radial menu revamp WIP
8 Years Ago
Refactoring ability target modes so we can better control radial commands in any given context
8 Years Ago
Data
8 Years Ago
Player command refactor, added pooling support and generally cleaned up Radial menu support for nested commands (WIP)
8 Years Ago
Radial menu layers fixes
8 Years Ago
Console toggle via f9
8 Years Ago
Merge from Progression Rework
8 Years Ago
post/weather tweaks
8 Years Ago
Wearable colors persisted, synced on portrait clones
8 Years Ago
Fixed unlocks throwing an exception on save Fixed clothing attempting to change colour before being equipped,was throwing an exception
8 Years Ago
Fixed bad activity strings for unlocks. Fixed things being unlocked twice. Added inspection of hide to learn to make hats and beds.
8 Years Ago
removed Inspectable component
8 Years Ago
Fixed some combat component load issues Fixed component enabled state not being stored correctly (weird protobuf issue) Fixed ComponentsWhenDead on unit initialization not respecting whether the unit is actually dead during initialization
8 Years Ago
More corpse save/load stuff, still has issues
8 Years Ago
More corpse stuff Remaining meat count should be accurate on load Mesh+bone+materials should now be correct
8 Years Ago
UI sprite cleanup/renames Various UI polish Fixed bad activity creation in GroupProgression
8 Years Ago
Misc UI
8 Years Ago
Activity category & type enum generation Added IInteractionProvider.GetAllInteractions & BaseEntitySettings.GetAllInteractions
8 Years Ago
game mode tweaks. grouping for BaseEntitySettings AssetMenu. Database Get doesn't care about paths dictionary now.
8 Years Ago
reverted Database.cs which was inexplicably crashing the editor
8 Years Ago
added TODO for loading change I want to make without crashing the everything
8 Years Ago
Minor BaseAssetEditor tweak
8 Years Ago
Let's cache the entities array in UnlockDefinitionEditor