17,530 Commits over 1,614 Days - 0.45cph!
don't do physics enabling or disabling if there isn't a Rigidbody
Added CraftingStation component
AI Crafting module prep
Fixed entities being saved as invisible
Zone defines a set of bounds
Testbox fuckery that is totally important
Zone.OnValidate sets gameplayBounds center
New crafting UI, crafting station order creation
Moved some utility stuff out of CraftableParameters and into CraftingUtility
CraftingWidget now only shows items that can be crafted at the target station
Crafting station UI indicator fixes
DM ignores entities that are not enabled
Fixed NRE in CraftingWidgetIndicator.OnMouseOver
Fixed knowledge overlay showing disabled entities
Crafting and GroupNecessities persistence WIP.
Some fixes to loading.
BaseEntitySettings.IsStatic now exposed to editor
Vehicle component boilerplate
Added AIActions.SetViewParent with various modes
Fixed bad data path for Necessities.
Moved all NecessityDefinition to correct folder.
Fixed renderer states not being nicely cached when we toggle an entity's view
Make sure meat/skeleton unit meshes are hidden on load if the unit is alive
Cache active renderers at the end of UnitView.Setup
Fixed BaseEntity.Enabled and IsVisible being set in init, not properly loaded
Fixed crafting widget indicator getting stuck in a hidden state
fixed DSE element order in Crafting module
Misc cleanup of crafting related code
CraftingOrder holds CraftingStation ref, persisted
CraftingStation progress, order pool, persistence etc
Fixed raiding animals not attacking
Editor DSENodeData drawing tweaks
Animal/Combat/Offensive module tweaks
fixed Dispenser.TryTakeOneEffect not actually outing the effect
Updated ASE
Updated Facepunch.Steamworks
Removed Squiggle
Removed HBAO
https://youtu.be/lbnoG2dsUk0
Disable unit IK when in a vehicle
Unit.CanSetParameter returns false if the unit's view is culled
Take from dispenser action cleanup
Unit.Animation.CanSetParameter takes AnimatorControllerParameterType, only ignores triggers when the view is culled, always sets other param types (int, float, bool)
UnitView FaceTarget and TurnToRotation methods gated by IsCulled
Corpse refactor to allow enabling and disabling interactions based on corpse state instead of the whole dispensable.
@billowe editor code pls.
Testing less aggressive animation call culling
Fixed role selector getting all fucked up by UI optimsations
Humans will always sleep in their home building if they have one
Ai tweaks
UnitSettingsEditor NRE fix
Quick n dirty CorpseParameters validate to make sure we have entries for all interactions, defaulted to all states
Corpse dispensables editor exposure
Editor shows corpse interaction info in the interactions themselves now.
Provisional data for all corpses.
Fixed MRE in IsWithinPerceptionRangeSettings
testbox has Wolves
Carnivore AI WIP
Preview renders for lots of stuff
Zone bounds uses navmesh style volume editing, button to copy the volume to the navmesh for the zone